Icymountain
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Posts posted by Icymountain
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Does the horrible glow aura really have to exist? I understand you want to give players visual feedback on the charge level of their BB, but the aura turns 80% of Mesa into a textureless, flat color, and it's really ugly. Can this be changed? Perhaps apply the hand glow to both hands, and the glow increases in intensity as BB gains charge. At 100% charge, the hand glow then gets an additional effect. Or change the aura to an outline aura, like Rhino's Roar does. Or maybe the outline aura IS the additional effect when BB is fully charged. Anything that doesn't cover your frame in a single, flat color would be nice, really.
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As title says. The energy projection looks way too big for her, it's as if she's wearing the one meant for Rhino or something. Note that it only occurs on Nyx Prime though. Normal nyx has an appropriately sized chestplate.
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As title says. Considering the patch awhile back that made finishers deal damage in parts, I'm guessing it's unintended, since there's 2 clear 'moments' when damage should be dealt: When the whip wraps about the victim's neck, and when you introduce the victim's face to the cold, hard ground.
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3 minutes ago, DSpite said:
"Higher levels" is not a number. If you get your idea of better shields, you will be back here about "even higher numbers" simply because higher enemy scaling equals higher damage scaling which means that the "problem" you describe is just shifted up the scale.
Your idea makes it even harder then it ALREADY is to lose shields on the Star Chart, then about the same after enemies go above 40 because it's NOT linear.
Did you even read my post properly? I never suggested increasing numbers.
Also, WF is pretty much capped at level 100 right now.
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54 minutes ago, Ryunokage said:
It encourages players to take damage head on, since they know that they'd beable to quickly duck out of fire to regenerate.
Warframe already incorporates an accuracy model where enemy shot grouping is inversely proportional to the velocity of their targets. Given that your argument is to allow a more fast paced mode of gameplay, i would imagine a rapidly moving tenno, weaving through incoming fire, would be far more fast paced then someone ducking in and our of cover to shoot.
Hmm. You do make a good point. Still, it'd be nice if shields were more useful.
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Just buy them from the market again?
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42 minutes ago, armedpoop said:
That would be the amount of unique frames we have in the game, (plus equinox's 4) x 2 for every single melee weapon type in game. How long do you think thatd take, and do you think thats a worthwhile thing to have over a completely new animation set like we see in stances? (which also dont release all that often either)
I don't think each stance is specially tailored to each frame though. It's just one stance for one weapon type, applied to ALL frames. They could definitely do it, as they've done with the Nikana's Blind Justice stance.
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Just a heads up, your strategy for fighting him is wrong. His pack has 4 hoses, and you have to shoot at it until a hose comes loose. You then wait for him to freeze over, and at this point you can either shoot him anywhere and unfreeze him, or just wait for him to unfreeze by himself. You then have to repeat this 3 more times of each of the hoses, and after the 4th freeze state, he enrages.
Might wanna correct your post, I think people are already too misinformed about Lech Kril as it is.
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13 hours ago, Kenshin98 said:
Stop making passives like they're a 5th ability or something.
And why shouldn't it be?
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22 minutes ago, Ryunokage said:
Increasing shield regeneration just enables face tanking
How so? Your shields would still go down as usual, nothing I suggested would make you tankier.
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Let's start with a simple question: Why does such a fast-paced game like Warframe have such slow regenerating shields? With the current regeneration rate of 15+5%max, you'd take 10 whole seconds to fully regenerate a mere 300 shields, not including the 3s it takes for shields to actually start regenerating. This time increases the more shields you have, up to 16 seconds with Frost Prime's 1295 shields, again not including the initial 3s delay. Sure, you have Fast Deflection, but even then it'd still be 8+3 seconds of waiting in cover, and at higher levels you'll almost never have cover for that long.
From what I see, the difference between shields and health is that shields are easier to take out due to armor not applying, but because it regenerates, you essentially have an infinite supply of it. Considering the rarity of Health Orbs in general gameplay, it's obvious that the current system encourages you to make use of shields, popping in and out of cover to constantly regenerate your shields and take minimal health damage. However, as mentioned above, enemies swarm at higher levels, meaning any cover you find is quickly compromised and your shields will be constantly down unless you have an appropriate pet with you.
What I propose is that shields still take 3s to start regenerating, but now regenerates at 20% per second, fully regenerating in 5 seconds at all levels. It'd help in making shields more useful at higher levels, rather than a small buffer of health that's never able to regenerate.
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6 hours ago, Rehtael7 said:
.. Either you mean I-frames or hurtframes, either way that would probably be a bad idea.
It's a good idea if it were a singleplayer game, because it IS effective in giving hits a weightier feel. And no, hitstop isn't i-frames nor hurtframes. It's entirely different.
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8 hours ago, hazerddex said:
how did you even end up in the Sarcophagus is my question considering as Inaros is pretty much unkillable
Mutalist Ospreys doing ~400 damage per toxin cloud tick, Tar Moas' tar pits doing ~600 damage per tick and being resistant to melee weapons, combined with the general inability to perform finishers on infested effectively. Granted, i forgot about Devour and Scarab Swarm.
Still doesn't erase the fact that Sarcophagus isn't very good.
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As title says. When firing a full auto weapon, you stop firing. When reloading, your reloading gets interrupted. Hopefully it's a bug, because it's pretty annoying.
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Do you actually tell your squad that you don't have enough reactant?
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5 hours ago, RealPandemonium said:
The normal bleedout also locks you out for that length. Not having your secondary during bleedout is a worthy trade-off for the ability to res yourself and being highly durable in general.
Except you aren't forced into your normal bleedout in Solo, you won't be able to res yourself at higher levels, AND there's no point being unkillable if the objective fails within the 20 seconds you're sleeping in your coffin. So, wrong on all 3 points.
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5 hours ago, armedpoop said:
Also for OP: you can perform finishers on infested units by attacking from behind, it works chargers, and it works for ancients.
Can't seem to do it with a Nikana. Only works on the infested corpus, but doesn't seem to work with chargers, moas, or ancients, be it from the front or back.
2 hours ago, ShortCat said:The first 2 points are OK, but with this I cannot agree. Infested can be killed with finishers. Furthermore, it is not the only way to regain health. There is still Scarab Swarm, not only for you, but the team as well.
Again, can't seem to do it with a Nikana. Doesn't work with chargers, moas, or ancients. And yeah, I actually forgot about Scarab Swarm, my bad. Been playing him with just his first ability only.
EDIT: Yeah, nikanas can't perform finishers on them. Another problem to add to the list.
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Use a cheatsheet. It's a temporary fix while DE decides whether they want to add more info or not.
Here's a good one:
Should be easy enough to find out which one of the four is the most valuable in 15 seconds or so.
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Hitstopping might be hard to do though. What would happen to the others in the same game? It'd be all stuttery for them.
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- Deals primarily Puncture damage, because there isn't a single Puncture sniper rifle other than the non-canon and discontinued Snipetron series.
- When scoped, weapon gains Punchthrough and focuses energy into a single piercing beam. Requires a shot to be charged before release.
- When unscoped, weapon releases the unfocused energy as 10 plasma bolts, thus the name Deca. Thanks to sniper rifles' horrible accuracy when hip-fired, this turns it into a shotgun. Can't be charged when unscoped.
- Efficient usage of this weapon would require the user to deftly switch between the two modes. The shotgun would be useful in taking down multiple weaker units in one shot at close range, while scoping in would let you take down heavier units before they even approach.
- Perfect weapon for Nullies, if the devs are feeling sadistic. They'd snipe you from long range as usual, but when you enter their bubble, they'd then shower you in a barrage of plasma bolts.
So yeah, that was my quick concept for a Corpus sniper rifle, since we only have 1 of those excluding Snipetron Vandal. The idea came to me as I playing around with using a sniper rifle unscoped, like a shotgun.
EDIT: Compared to the Lanka, this would be different in a few ways. Mainly, it'd do Puncture, meaning it's much less effective against Corpus units. To make up for that, it's more effective at close range, not only firing a spread of bullets but also able to fire without taking time to charge a shot. Additionally, the scoped beam is hitscan, vs the Lanka's projectile with travel time.
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I like it as it is. Just because you don't doesn't mean everyone else doesn't.
If you want it to change, don't touch the Duplex-Auto trigger on the primary fire. That's all.
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Several problems with him still haven't been addressed.
- Sarcophagus damage doesn't scale. What this means is that the passive becomes less and less useful as enemy levels, and HP, increases, eventually becoming so useless that it can't kill the weakest unit of a faction. Not too bad by itself, but when coupled with the next problem...
- Sarcophagus cannot be cancelled. Also wouldn't be too bad by itself, but along with the above problem, this means that dying at higher levels puts you completely out of the game for 20 seconds. This is basically a death sentence on missions where being active is neccessary in the mission's success, like Survival, Interception, or the two Defense-type missions.
- Infested still don't have proper stealth takedown animations, not for all occasions. Considering Inaros heavily relies on his passive's regeneration to stay alive at higher levels, this means that Inaros is highly ineffective in infested missions. EDIT: Take note, I said not for all occasions. Some melee weapons can, some can't. Nikanas for example, can't. Neither can Gunblades. DE pls fix
I know the devs are working hard on War Within and all, but I seriously hope they tweak him to fix these problems. Really frustrating, especially on today's Sortie.
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Regarding Question 1, I personally really enjoy the 6DOF AW currently has, but I feel like it wouldn't fit with Titania. 6DOF is needed in space because it's space, there shouldn't be a forced up or down orientation. Titania, however, is used planetside, so 6DOF isn't needed. And if it's not needed, why risk putting off players who don't enjoy 6DOF?
Also, about Question 4, I find most of the choices agreeable, but Synoid Heliocor really wasn't needed. That was the one chance to have Suda do something other than rip Simaris off, and introduce another cool cephalon weapon like a cephalon glaive or sparring weapon. Also, I'd argue that Heliocor is already pretty strong, and buffing it further with a Synoid upgrade could potentially put it on Fragor Prime level, but I'll withhold judgement until we actually get the Synoid Heliocor, see what you guys have done with it.
PC Energy colour on Melee weapons override colour effects of elements.
in Art, Animation, & UI
Posted
The new elemental effects look amazing, and energy color affecting them definitely allows for some awesome fashion frame. I do think some effects look better in their original colors though, an option to toggle it would be great.