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Mukakruda

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Posts posted by Mukakruda

  1. Okay, I'm sure this has been suggested a bazillion times, but can we PLEASE get a change to the room console UI in dojos to add an option to Contribute All to all decorations in a room for all non-plat mats, or at least something in the decoration UI that lets you contribute to a selected area. It is really annoying trying to contribute to decorations that are close together, and with the effect decorations a lot of their "hitboxes" are wonky AF and make it extremely difficult to contribute to things around them without having to move them elsewhere first.
    That and when you place a room full of decorations then have to contribute one at a time is tedious as hell

    I love doing environmental decorated rooms ever since the natural and effect decorations got such an upgrade, but the tediousness of contributing to 1 thing at a time and half the time being unable to click the right thing really turn me off to doing it sometimes. Decorating is fun, and I love it, but the contributing UI is painful, very painful

  2. Vauban Rework Ideas:

    Okay so I know word is a REAL rework for sir Booben is in progress, but after the last “rework” we got for him, I’m really questioning if DE has any idea what to do with him, so here’s some suggestions from me and a Clanmate. I’ll go in order of his abilities starting with his passive, listing his current traps under minelayer and what I feel each of them should have done to them.

    This post in a nutshell, two words: Deployable. Turrets.

     

     

    Passive: His passive is fine as is I personally don’t feel it needs to be changed at all

     

     

    Skill 1: Tesla- So Tesla I feel doesn’t need to be changed very heavily, but it does need for one better scaling as shock damage isn’t the greatest and Tesla feels really weak in missions with heavily armored enemies. Aside from damage scaling Tesla should reward you for placing it ahead of time and smart, Sir Booben’s whole thing is traps, so why are we not rewarded for thinking ahead like a true trap master? What do I mean? You know how the Rakanoids in Vallis can lay down an electric grid? Why not Vauban?

    Along with better damage scaling for Tesla, if you lay down multiple Tesla traps they will connect to each other and create an electric field on the ground, the range you can place them from each other to create this shock field would scale off your range percent, obviously and their damage as well as how many you can connect would scale off strength (I’m thinking with a max of 10 or 15). Imagine doing a defense mission and laying out a wide electrical grid around the platform the defense target is on, or doing anything where you camp a spot for that matter and being able to lay down an electrical grid. The grid would arc properly for Teslas that are thrown onto walls or up higher to raise the grid field and such, more reward for a Tenno who thinks ahead and gets creative!

     

     

     

    Skill 2: Minelayer- Alright this one has some pretty big and our main adjustments so bear with me here...

    Bounce: GET RID OF IT, dispose of bounce trap entirely and instead replace it with a Deployable Turret that focuses on CC, this turret would be like a terraforming-turret and would smash the ground releasing a shockwave for low damage that knocks down all enemies in range, earthquake turret. Or perhaps grant it two properties, if you hold down the ability key until its halfway charged you set down a chill turret that blasts out ice fields to slow enemies, and when you fully charge it you get earthquake turret, to give people some options with it perhaps. I was thinking being allowed to have 2 maybe 3 of this turret out at a time, when you’re at max capacity and drop another turret, it would self-destruct your first dropped turret, the self-destruct would deal damage leaving you some options to get smart with placements to blow up your turrets on enemies. (Yes the turrets will be able to be destroyed, but would have a very significant HP and Armor pool so they don’t just get destroyed like nothing).

     

    Tripwire: I have a few suggestions for fixing up trip wire, so first of all MAKE IT NOT ALERT ENEMIES. It’s really, really dumb to have a trip wire that trips one guy and suddenly the entire Corpus ship knows where you are. Then to further enhance it make it a trip web, trip wire becomes a little pointless when flying enemies get involved as they can easily go over or under it, so add an additional ability to the trip wire that makes it a trip web. Placing a single wire leaves it as it normally is, BUT if you create an additional wire they will connect into a web, so now if you toss one on the floor of a hall, but also the ceiling, you’ll create a proper spider web like barrier that stops enemies that run into it. Again, let’s reward our aspiring engineer Tenno for thinking ahead and planning how to properly boobytrap those enemy ships.

     

    Shred: Get rid of it, much like the bounce trap idea, replace it with a Deployable Turret that deals slash damage, I was thinking having this turret fire saw blades that bounce (kind of like the Panthera) and deal slash damage, or having it be a shotgun turret that blasts anything that comes within its range with shotgun fire (it would have a fairly or very slow fire-rate to keep it from being too strong). Or we could even go machinegun style fire, it fires very fast, very weak, but drops slash procs like there’s no tomorrow. You’d be allowed to deploy up to 3 of this turret at the same time, when you’re at max capacity and drop another turret, it would self-destruct your first dropped turret, the self-destruct would deal damage leaving you some options to get smart with placements to blow up your turrets on enemies. (Yes the turrets will be able to be destroyed, but would have a very significant HP and Armor pool so they don’t just get destroyed like nothing).

     

    Concuss: So this one I was thinking either totally dispose of it and leave Sir Booben with only 3 traps on his Minelayer ability (as we’re already giving him a damage turret and a pretty strong CC turret) but just in case we want to keep the skill around, here’s what I was thinking... Rocket turret, this turret would fire rockets, simple enough, they would do good damage and also knock down enemies, but you’d only be allowed to have 1 or 2 of this turret out at a time, when you’re at max capacity and drop another turret, it would self-destruct your first dropped turret, the self-destruct would deal damage leaving you some options to get smart with placements to blow up your turrets on enemies. (Yes the turrets will be able to be destroyed, but would have a very significant HP and Armor pool so they don’t just get destroyed like nothing).

     

     

     

    Skill 3: Bastille- So Bastille is fine as it is, my ONLY suggestion for it would be to change its visual effects a little bit as with how it currently is, it’s a little hard for us visually impaired people to tell where exactly the Bastille’s border is at.

     

     

     

    Skill 4: Vortex- Increase its pull strength and make it better at guiding enemies around objects. Vortex is alright, I’m not much of a fan of it personally, but it works for what it is, HOWEVER I do find enemies often getting stuck on little cracks in the ground and just flopping around where they were, and tweak it to chill enemies it sucks in.

    OR make it so it doesn’t pull enemies at all, and instead it vacuums up enemy fire, so you could place a vortex to redirect enemy bullets to the location of the Vortex, and maybe make it explode when it ends dealing the damage it absorbed, giving Sir Booben even more ability to manipulate the field and reward Tenno for thinking ahead.

     

     

    Aaaand that’s it, Vauban is supposed to be the engineer frame, the technical frame, the smart frame, so why not make him feel more like an engineer? And why not make him reward players who think ahead and are creative with their abilities to really take control of the battlefield?

  3. So with the new event in Fortuna me and my Clan have run into a few issues with the coolant cells (after completing a fissure and moving the incomplete coolant cell)

    Sliding: One issue we had occur was when attempting to pick the cell back up from the fissure after completion, if you are sliding when you pick it up, the cell simply vanishes into thin air. I'm not sure if its a momentum issue, but I had it happen on 2 occasions when pressing X while I had already been sliding, and another time where I pressed X and immediately after slid to start bullet jumping to the next area.

    Secondary Fire: This one is weird that I'm not sure if it's related to the melee changes, I've not tested it anywhere else. While I was moving the partly completed cell to the next location my finger bumped my secondary fire and my frame quite literally threw the cell and it again, disappeared into thin air. Unsure if that's what happened I tested it again later, while moving on my archwing I hit my secondary fire button (note I was using Pyrana Prime and Tigris prime so I had no secondary fire capable weapons at the time) and sure enough, my frame did the throwing animation and threw the cell into the abyss where it poofed out of existence

  4. Okay so I've wanted a grappler or luchador like frame for a long time because grapplers are so much fun in any game, so was talking to a buddy of mine while playing last night and it came up and we started pitching back and forth how a frame like that would work in game, and well, here's what we ended up with. (Name and skill names are up for debate I'm not that creative with naming skills)

     

    Solitario/Blanco:

     

    Passive: When no weapons are equipped, gain bonus damage and health

     

    Exalted Weapon: When no melee weapon is equipped Solitario relies on his much more dangerous fists in hand to hand combat (will have unique combos, two of which will have finisher-like grabs towards the end of the combo)

     

    Signature Move: As a performer Solitario must have a Signature move which can be adjusted in the Signature tool (this would work similar to the Mandrachord, in his appearance menu Solitario will have a Signature move creation menu. This will pull up an interface of a 1-7 hit melee combo using his exalted weapon with pre-created attacks that will toggle compatibility, so when an attack is selected for Option 1, all attacks that are not compatible for Option 2 will be greyed out, and so on. If the player wants to make an all grab combo they will be restricted to only 3 chains in exchange for higher attack power, grabs would be the most powerful, but also the most risky, and will not work on most bosses)

     

    Active 1: Sky Guardian- Solitario leaps into the air with great strength, spreading out his limbs to leap at his enemies while performing a body slam. All enemies around the target are knocked down.

     

    Active 2: Stage Time- A small set of ropes appear behind Solitario when the skill is activated, when activated again Solitario will propel himself forward off of the ropes, knocking down enemies in his path for minor damage. If Solitario is able to connect 4 sets of ropes in a square a small ethereal ring appears, all enemies inside the ring take increased damage from Solitario’s fists. (Enemies CAN be bounced off the ropes for knockdown but only a very short distance)

     

    Active 3: Masked Champion- Solitario dawns his signature mask, gaining greatly increased attack speed for his fists, increased movement speed, and damage reduction at the cost of losing all his shields while the mask is on.

     

    Active 4: Signature Move- Solitario uses his Signature move

     

    Would have very low- if not the lowest sprint speed of all frames

    Moderate base HP

    Moderate to high base armor

    Very low shields

     

     

    I think the idea of a custom combo creator could open some neat doors for other melee exalted frames, it'd be cool to see, though I doubt would happen

  5. Figured I'd list a few bugs here I've been encountering (one of which I'm not 100% certain is considered a bug)

    So here we go:

    1. Find the Crew mission: When finding the bodies occasionally there is a break that causes the mission to only last a few seconds (5.00-30.00 is the range I see, so far I've only had this occur when in a party) and forces a fail, it seems once this bug occurs in an instance it will then break all the body location missions in that instance until returning to Fortuna and reloading the instance. Not sure what triggers it, I haven't noticed any connecting events other than I only get in when playing with others

    2. Extraction Missions and Loki: You can switch teleport the extractors with Loki (which I suspect is not intended) when you do so rather than moving the extractors to Loki's previous location (as the skill does) it puts the extractors "in space" as myself and friend have been calling it. Where the extractors will be sent about 100m into the air where they'll just sort of float, the mission is still completeable but it does mess with enemy spawning and AI functionality, and requires using your archwing to charge the extractors with cells.

    3. Trap and Protect the Coil Drive and Hack the Drone: This is the one I'm not 100% certain is a bug but here it is- When using cataclysm with Limbo you are unable to pull the Coildrive defense point, or the Drone defense point into the rift (I'm assuming this is unintentional as you can pull normal mission defense points in and out of the rift this way) as long as enemies are standing outside of the cataclysm they can still shoot into it and hit the defense points as normal, at the moment the extractors are the only Fortuna defense mission functioning as normal with Limbo's abilities

     

    Attached an example of the Loki vs extractors thing cause the other 2 wasnt sure how to really screen cap those for reference without just doing a video 🤷‍♂️2uosxhs.jpg

  6. I was one of the lucky few who got mine shortly after the stream ended, but I did also log into the stream extremely early so I beat the swarm of half a million people

    Boggles my mind how when the issue first came up so many people didn't grasp that HALF A MILLION PEOPLE were watching so it might take time, I'd say this was a pretty fair fix, tons of people who wouldn't have gotten Ash Prime are getting it now, and if you haven't logged in for that long anyways what were you doing watching the stream for a giveaway? Idk about anyone else but even if I take a break for a while I'll login the day before if I'm gonna watch a stream for the loots just in case there's any unmentioned login window cap, seems a logical thing to do, and MOST developers that do this stuff require your account to be active anyway sooooo... imho that's on you guys for assuming you could not log into the game ever but still collect free stuff...

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