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Gumleguy

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Posts posted by Gumleguy

  1. Srsly, no infestation, we already have one. And these abilities are not even that infestation related. First ability has nothing to do with infestation, and even goes against the theme, because the infestation is anything but stealthy. Second ability sounds more like an ivara ability. 3rd sounds like a hitman coating his weapon with poison, and the last ability is just ash shuriken with 1600% multishot. This sounds like a really cool hitman-themed warframe, but not a parralel to nidus.

  2. Okay, i did some reworking, to incorporate more damage into the abilities, but i have to disagree on you saying light feet and momentum are pointless.

    Passive: Increased wallrun and wall dash speed, and increased bullet jump when coming off walls.

    Abilities should all reward being constantly on the move and provide mobility

    1st ability: Leap: Jump swiftly towards your aim reticle (Further than a bullet jump and a bit faster as default). This builds a combo counter like Valkyr and Atlas, that reduces energy cost and resets when you hit the ground. You can also consume this combo counter by holding down the hotkey, which will cause you to gain a sprint buff that is refreshed by wall-running This ability should already provide Assilior with more mobility than Nova, and a good gap closer for melee. This leap should have its speed determined by strength and range determined by range.

    2nd ability: Light feet: Light feet is a minor speed buff, that allows you to walk on top of enemies (enemies cannot attack you while you are on them), allows you to continue running while quick attacking, and increases jump height. Walking on enemies counts as being in the air, ensuring your combo counter continues. If you aim glide or use leap, you will automatically land on enemies and leaping off an enemy will (massively) damage and ragdoll them.

    3rd ability: Momentum: Momentum is a toggle ability that consumes 50 energy whenever Assilior collides with enemies or terrain. It reduces Assilior's movement speed to 1.00 but makes him continuously accelerate slowly when sprinting, at a fast pace when wallrunning and using leap, and exponentially when sliding downhill. While over the speed of 1.50 he cannot fire guns, and at 2.00 he can only do a "brake attack". Cannot exceed 3.00 movement speed. Doing a slide attack will stop the toggle and consume 25 energy, but cause him to slide attack with double his accumulated movement speed and his attack to be affected by ability strength and not be stopped by enemies. (Also causes doors to open faster so they don't stop you.)

    4th ability: Exalted speed sparring things: This is an exalted sparring weapon that increases your movement speed with your combo counter, and doing a heavy attack (melee rework soon) will dash you through enemies at a range that scales with the combo counter and ability range. The attacks will resemble the long flow of brutal tide, with dashing combos, and a slam attack with no recovery time.

    I realize this dude would have no reason to use any other primary or secondary than shotguns, since he has such great gap closers, but i would like to hear feedback.

  3. So, we have a ninja warframe in the form of Ash, but he is more weeb than ninja, so we don't have one based on the agility of a ninja. So how about scaling the amount more a ninja can do more than an average person, to how much more agile Assilior is compared to the rest of the warframes.

    He should have almost no armor and health, but a lot of shields and movement speed (1.35-145) to fit an evasive playstyle.

    Passive: Increased wallrun and wall dash speed, and increased bullet jump when coming off walls.

    Abilities should all reward being constantly on the move and provide mobility

    1st ability: Leap: Jump in an arc towards your aim reticle. This builds a combo counter like Valkyr and Atlas, that reduces energy cost and resets when you hit the ground. This ability should reward using wall-hang and wall-running. This leap should have its speed determined by strength, range determined by range.

    2nd ability: Light feet: Light feet is a minor speed buff, that allows you to walk on top of enemies (enemies cannot attack you while you are on them) and increases jump height. Walking on enemies counts as being in the air, and if you aimglide or use leap, you will automatically land on enemies, ensuring your combo counter continues.

    3rd ability: Momentum: Momentum is a toggle ability that consumes a large amount of energy whenever Assilior collides with enemies or terrain. It reduces Assilior's movement speed to 1.00 but makes him continuously accelerate slowly when sprinting, at a fast pace when wallrunning and using leap, and exponentially when sliding downhill. While over the speed of 1.50 he cannot fire guns, and at 2.00 he cannot attack at all. Cannot exceed 3.00 movement speed

    4th ability: Exalted speed sparring things: This is an exalted sparring weapon that increases your movement speed with your combo counter, and doing a heavy attack (melee rework soon) will dash you through enemies at a range that scales with the combo counter and ability range.

    Hope you like my concept, i would love any feedback, but you don't need to say this is crap on tile sets with small doors. I would love to see an actual agility theme beat the antimatter theme that for some reason is the fastest.

  4. OOC: We are starting a roleplay clan based on restoring the solar system to the civility and peace akin to the orokin empire, utilizing the dojo as a spaceship of some sort.

    We will be integrating research and missions into an overall narrative, and intend to provide a good experience for all members.

    You are free to create your own character and say whatever you want as that character, but there are a few things i would like to clarify:

    • You can only use a max of 4 warframes, since cannonically, only the character you play as, completed the quest to gain the blueprint, but we do allow "borrowing" warframe and storage, but we have an in-story reason you can't have that many warframes.
    • Once you choose a character, you cannot switch.
    • We will require at least some donation off clan operations for research.
    • We will barely be talking out of character

    IC: Greetings. My name is Sorgirinu Langhoff, and i need tenno like you to help me and the small crew i have assembled construct and expand a formidable ship and amass enough military might to restore peace and structure to the system. To contact me, use this code to access our D.I.S.C.O.R.D device: https://discord.gg/XrnvagK

     

  5. So, Khora is pretty damn bad, and boring, and the amount of resources she requires to craft, are ridiculous compared to her power level
    She definately needs a rework, and i think this is a great way to do it:

    Whipclaw: Make Venari punce the targets hit, and immediatly do a slash AOE, this is to make khora and venari more connected, and a great way to fix venari's bad AI

    Ensnare: It is bascally a worse version of nidus' larva. Replace this ability with a non-damaging strangledome, and keep ensnare as the name.

    Venari: Make venari actve at all times, and then have a 25 sec respawn time, and grant switching to a mode an active ability, so attack will cause some sort of attack, protect will grant maybe a 1 second immunity, and heal will do a short healng pulse.

    Strangledome: Replace with some sort of ability that makes Khora one with venari, buffing venari, and granting you control of him/her, maybe change the view to first person, just make you feel like one badass kittycat.

    Passive: Maybe grant bonuses based on what per you have equipped. E.g: Sentinel: Higher energy max. Kubrow: Higher health. Kavat: Enemy radar

    Feedback is appreciated

  6. I am currently on the glast gambit questline, but i keep losing the victory margin part, because when i die, the points i hold get dropped, and then the AI just let the NPC's walk into the objective.

    Is this intentional, or is it just a case of bad AI,

  7. So, I was doing the quest chain to get the nidus warframe alone, but on the second index mission, we lost the first round, and then we lost the game. Is this somehow intentional or did i just lose 120k to a bug.

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