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Polsvoyce

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Posts posted by Polsvoyce

  1.  

    "It advertises its melee combat and platforming as elements that set it apart, but neither are well-implemented."

     

    To be honest, melee and platforming is what reeled me in toward this game. Considering that seemed like ages ago, I'm fairly disappointed these concepts still haven't been elaborated upon at all since then. Melee is currently useless, and we got a vaulting maneuver.

     

    Here's hoping Melee 2.0 is a huge game-changer. I know they're focusing on the ps4 and xbone markets right now, but that's an update we needed months ago.

  2. I feel like other mechanics need to be fixed before this gets a nerf on Trinity. At higher levels this game is all about preventing damage and this is practically the only reason Trinity would be needed in a mission, as she doesn't have any means of crowd-control or incapacitating enemies.

     

    What happens once you nerf her #4? Her reason for being brought into a party is now quite a bit less than other warframes. That doesn't seem like a good idea when we currently need more reasons to play less viable warframes. DE has the tendency to over-nerf to the point where the move in question is suddenly not worth using anymore.

     

    Think about it like this. A Trinity user needs to keep #4 going on her party in higher level defense and survival missions. The damage output by some waves is so high that it can pop warframes between #4 casts. The Trinity not only needs to be on the ball with that, but making sure to gain enough energy to keep this up, while probably trying to do damage in the meantime too. If not managed well enough, the #4 spam runs out and the team now needs to rely on a different crutch. Like Snow Globe, or perhaps Bastille (to a lesser degree). Without crutches that prevent damage (through shielding or debilitating enemies so they can't fire), the game is suddenly not winnable.

     

    Her #4 is pretty ridiculous, but its also needed on her with the game in its current state. As is, there's very little that can be done about preventing damage through maneuvering, generally only through ability usage. Her #4 brings damage prevention to the team - focus on bigger problems than this.

  3. Entirely reproducible and controllable eh?  Reproduceable, yes I agree with that.  Controlleable, yes... when you are launching yourself through a wide open area or long hallway.  Though the trajectory and speed are the same, the results remain unexpected when attempting such a feat in close quarters.  That walljump is an ingame circus cannon. Take for example the grineer tilesets.  The place is designed after a large submarine and you can't tell me that catapulting yourself off every wall has been a peachy experience.  We all know that the wallrunning is bugged out there is no use trying to hide it or mask the fact that it is pure accident that the wall catapult glitch is useful sometimes.

     

    Give us refined movement and rid us of these placeholder cludges please DE.

     

    Controllable in the sense that I know how I'll be launched and where I'll land. In corridors too. I'm not sure I understand how some people are having such problems with this move. As is, if you don't want to use it, simply hold wall run a tiny bit longer than a fraction of a second. You not knowing how to use it doesn't somehow magically invalidate the usefulness I and others find in it. You can keep saying that, though.

     

    Not to say I wouldn't like to see this maneuver expanded upon, but given how 'parkour' as a concept has been seemingly abandoned by DE, I'd really rather they keep this move instead of them just getting rid of it. I'd like wallrunning and general mobility in this game to get a fluid overhaul, but it seems like we're stuck with what we've got for the foreseeable future.

  4. I can't believe that DE would keep this in the game puposefully and call it a feature.  It has greatly unexpected results and is awkward at best, not to mention impossible to use in small corridors.  We need to wallrunning to be more seamless and allow the player to maintain control of the movement even during it.  A wallrun jump spinning back roundhouse kick with some knockdown would be nice to have too ;)

     

     

    You're right, you do not need maglev for the wall longjump.

    The wallrun catapult (or whatever other moniker it has) is entirely reproducible and controllable. Its inclusion in this game seems unintentional, but as it stands is just one more mobility tool that we have (and unfortunately, we don't have that many to begin with). Asking for its removal seems silly in that this move is absolutely not random and unexpected at all. Let go of jump immediately after the beginning of a wallrun - you launch every single time. In the exact same trajectory and speed, every single time. I'd hate to say "learn 2 play" so I won't, but I really would recommend getting more familiar with the game's repertoire of maneuvers before asking DE to remove something that many of us like using, and find as a useful inclusion in this game.

     

    I intentionally use this move in every single stage for mobility purposes. At this point, I'd actually like to see it get its own unique animation.

     

    (p.s. Your last idea I rather like)

  5. The warframe powers are one of the biggest problems in this game currently. I mean, do Pyschic bolts work yet? I dont play my Nyx so i have no clue.

    But the very fact some abilities just dont work, yea...thats bad.

     

    I agree that a lot of things don't work right now, and I'd say the most frustrating is the vast array of abilities that don't.

     

    Nearly every group I join is using utility abilities on occasion, and deferring to guns as the main source of damage. Seems strange that when observing how this game looks when it is played, its mainly running forward, stopping when opposition shows up, then shooting at a distance - repeat. I dunno, shouldn't this be about speedy run-and-gun space ninjas throwing around energy balls and cutting enemies up? Why is "gun damage" the main way (sometimes only way) of fighting then?

     

    Most characters' #1's are pretty stupid (or were good, but have been obscenely nerfed, see Ash). The #1's that do focus on single target damage really should be doing solid single target damage, since they're trading off crowd control abilities for that. And really, this game is all about crowd control so that's a pretty big thing to give up. Give me a reason to use Nova's #1, instead of just saving energy for more #4.

  6. Currently the game seems rather awkward that playing in pick-up groups basically requires the Rush mod. This makes slow frames feel restricted and very un-ninjalike, while providing frustration to new players who somehow are expected to keep up with learning how this new game works, figuring out navigation and the environments, and flatly not having a Rush mod yet. All compared to the advanced players who do.

     

    For what its worth, I don't think there should be such a disparity between warframes with speed mods, and those without. There's already a large gap between warframe speeds as it is, let alone compounding that with mods. I certainly don't want warframes' speed nerfed, rather I think every character's run speed without mods should be higher than it currently is, and closer to their max speed with mods (mods of which should be more of an icing on the proverbial speed cake). It already feels like speed mods are close to being a necessity with most frames, just to keep up with the pack. But simply, going faster is usually more fun than going slower - most frames feel ridiculous without mods. I suppose a simpler fix would be to give the stragglers in the mission a temporary speed boost. A sort of rubber banding that would make it easier for them to keep up. Some Tenno really are treating these stages as racecourses in how tight they're taking corners or utilizing slip-running, and simply will not be caught up to by others with the system as it is.

  7. Never understood why Shade was nerfed. He simply worked as advertised.

     

    I suppose its easy to get carried away with the nerf stick. I feel like we've got far too many tools that don't work anymore, instead of tools that do. This seems like the trend after Nova came out. Nekros, Valkyr, and Oberon seem proof enough for that we're on a very strange course for this game as it stands, but that's still only talking about Warframes. 

  8. Stamina is just obnoxious as it is right now. The only thing that stamina should affect is wall running. Blocking should block hitscan bullets for free (shouldn't block anything else).

    Melee reducing stamina is silly though. Removing your ability to escape from a close range encounter seems like an oversight.

  9. But if you wanna go the 'realism' route... within a game about Space. Ninjas. Then suddenly you can use just about anything to explain away the fact that maybe said character wouldn't get tired like you as a human would. Be it special Tenno training, the suit, NANOMACHINES, or whatever.

     

    Which is why realism isn't so important when coming up with workable videogame concepts. It shouldn't be a deciding factor here, when trying to fix an already broken blocking mechanic,or in this topic - melee taking stamina.

  10. I guess because someone thought we should really care about our stamina bar.

     

    I think the stamina bar is used for all the wrong reasons in this game. Ground running, melee, and even blocking should be free. You gotta drop that guard to attack sometime, and really, what else are you gonna do to 'dodge' those hitscan weapons or those bleed procs?

  11. Dmg 2.0 is here simply so there can be more weapons available. Instead of one type of (example: ) long range gun, there are three different damage types of it now.

     

    I'm not entirely sure how I feel about 1.0 vs. 2.0. In some ways I really miss the simplicity of 1.0. We didn't need rock/paper/scissors X 10, we just had normal rock/paper/scissors. Short, medium, and long range weapons, for short, medium, and long range problems. Sure, armor was stupid back then, but now melee and warframe damage abilities are stupid among other things.

     

    Bleed proc against warframes is also very, very stupid.

  12. Unable to get random online people to join you. This is the only thing that keeps me away from derelicts and voids. I have a whole bunch of friends, but they don't always want to do a void run or w derelict run. I would prefer quickly joining a game without any issues.

     

    "There's recruitment chat for that" -Probable response. Recruitment chat infuriates me. If I see someone saying "Derelicts! Join!" by the time I add them they have a full team.

     

    "Join if you want to do T3 Survival." -Me. Reply to what I said? "invite me" And then they never accept the friend request or invite.

     

    I would be doing derelicts and void runs a lot more often if I could just have a quick find option. I prefer quickly joining a game rather than finding people for it.

     

    What do you think? Prefer a quick option or bother with recruitment chat?

     

    You do have a good point. Recruitment Chat is the standard way of handling this, but there probably should be a 'list' of games going on currently that can be joined.

     

    This holds true for non-Void stages as well. Sometimes I just want to go play a stage with... well, anyone. Hunting around from planet to planet trying to find someone can be not only tedious, but feels somewhat outdated and silly.

  13. Exactly. It made sense for story, but damn, we really needed that variety from stage to stage (and the Infested are pretty different from the other two factions).

     

    I feel like swapping what the Infested are doing right now with the Corrupted would be a good solution, one where we don't actually lose out on any real content.

     

    "lol Tenno, push back the Void!" Would be good enough reason, storywise. Heh, ok, perhaps they can elaborate a bit there.

  14. "Tenno, the void is... erm... spilling out into the galaxy. Clean it up!"

     

     

    I dunno, I'm just thinking that its pretty silly that weeks have gone by and I haven't played against the Infested. I think this whole Invasion concept is a pretty neat one, and I sometimes like the rewards. I still don't think that removing a whole faction is a good idea.

     

    The proposed change would mean more Corrupted to fight on occasion. I personally like the flavor of fighting all three factions at once. Doing three Corrupted missions in a row to get a prize does feel a little more in line with the void missions that they originally come from. Since we usually grind the hell out of those.

     

    And of course this means that the Infested can return to their normal stages. Removing the Infested sounded like a good idea on paper cause... well, they Infest, right?! But that sounds like something that was done for story or plot purposes instead of what is good for gameplay variety.

     

     

     

    While we're at it, can the stages where we choose to side with the Grineer or Corpus be reduced to 3 runs per reward too, but increase the difficulty of the enemies? Might make those more fun to run than they are right now.

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