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(PSN)digitalgabeg

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About (PSN)digitalgabeg

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  1. Oh awesome, great find! I checked the source and just saw the big SVGs, and assumed they were pre-generated. Thanks!
  2. The biggest problem Railjack has is that the space combat just isn't fun. The archwing vs. fighter experience should feel like a dogfight in a flight sim game, or a fight in a mech game like Zone of the Enders. It should feel like chasing down fighters and killing them is possible but challenging, but it shouldn't take a lot of effort to kill a single fighter. It doesn't feel like that now, because: the usual dogfighting pattern is to pick a target and follow them while trying to walk your shots into them. We can't do that now, because even with speed mods equipped, archwings are su
  3. Thanks for the stats site, Rebecca. It's really nice. Is there any chance we could get the stats in a raw data format? I would love to throw all that data into a spreadsheet and tease out some trends, and I bet a lot of other people in the community would too. We could manually copy all these data points from the stats site, but I bet someone's got a JSON or CSV or something lying around that they could give us. Please?
  4. Hydroid’s Tidal Surge and Lavos’ Vial Rush operate in a similar way; both cause your Warframe to dash forwards rapidly for a short time, both travel in the direction your Warframe is facing, and both cannot change directions while in transit. This inability to turn limits the utility of both of these abilities; in tight and cluttered corridors, it’s easy to get caught on some object and not travel as far as you intended to. Revenant’s Reave also causes him to dash, but instead of traveling in the direction that Revenant is facing, Reave always travels away from the camera - that is, it al
  5. When I use Lavos’ Vial Rush ability, if sprint was on before using the ability, it will be off after the ability finishes. The reverse is not true; if sprint was off before using Vial Rush, it will still be off after the ability finishes. I have not subsumed Lavos to Helminth yet, so I don’t know if this issue occurs when other frames use Vial Rush.
  6. In Warframe, throughout the game, the only way to recover health and energy that is always available are the health and energy orbs which drop from killed enemies. The problems with this system are: You need to kill things to recover your health and energy, but your ability to kill things decreases when your energy is low, and the risk involved in killing things increases when your health is low. The more you need them, the less able you are to kill things to create them. Orbs drop from enemies randomly, so there is no guarantee that health or energy orbs will appear when you need
  7. Hi DE, thanks for the stream! The stuff you showed looks cool, and I'm exited to see it (eventually - I'm on console) but I have a couple of immediate concerns. The "use necramechs in normal missions" feature was originally described as a minor feature - something you all would just switch on, and not worry too much about it working perfectly. So I'm excited that you all came up with Operation Orphix Venom to give this minor feature a purpose, but launching this minor feature alongside a new mission type which requires us to use that feature sounds like a bad plan. New features often don'
  8. I want to say this up-front: DE, as a company, you are very good about communication. You listen to your players, you talk about changes, you have multiple weekly staff streams. You all work hard to keep in touch with us. This is good, and I appreciate it. Here's what you did wrong with the Khora nerf: You announced changes to various other warframe abilities weeks ago. You did not mention changing Whipclaw in any of these. You made the pending changes for this update available to the community for beta testing. As far as I know, these tests did not include the change to Whipc
  9. Since update 27.2.2, self-damage is supposed to have been removed from all weapons. This change affects the Kuva Ayanga inconsistently. I have suspected this to be the case for some time, as I had noticed sudden, abrupt deaths while using the weapon. I tested this in the Simulacrum just now (with Nezha Prime Hotfix #2) and observed the following: I fired the weapon continuously at a wall while on the ground and walking slowly toward and away from the wall. I did not take any self damage. I bullet-jumped directly up into the air, aimed at the ground below myself, and fired continuou
  10. Thanks, [DE]Connor. It's great that you all have decided to update the glaive mechanics, and these changes look excellent. However, I would like to make a few additional suggestions. I created a thread on the weapon feedback forum a few months ago (see here) discussing some of these ideas at greater length, but in brief: Please change glaives to not use a hold-to-throw pattern for aerial attacks; instead, allow us to throw the glaive by aim-gliding and pressing the melee button. This pattern is faster to execute than the hold-to-throw pattern which glaives currently use, and is consequen
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