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maycne.sonahoz

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Posts posted by maycne.sonahoz

  1. Feedback at J+9
    After playing for a week, and mostly simply grinding Nu-Gua Mines for Nautilus parts -- which i still haven't completed yet -- here is some more feedback to what i previously shared.

    About Corpus Proxima missions
    I'd expect Empyrean to revolve more about space missions since i bring a Railjack. As a Pilot, i don't have much to do: a few Security nodes to destroy, a Crewship to face while a Crewmate mans the Forward Artillery, when i simply haven't dropped them next to Primary Objective / Cache platform. As a Crewmate, i either complete indoor objectives or man guns waiting for my dropped allies to do so. Besides high level Volatile missions, there is no much incentive to board enemy ships.
    So, overall, i am not quite appealed.

    About the updates
    On top that, i shall add that i'm disappointed in the quality. Don't get me wrong, visually it is gorgeous, and the added soundtracks are awesome. But the bugs around those missions, and moreover the ones brought in by hotfixes, made that first week even less enjoyable, having to constantly resort to workarounds to not get the progression stuck.
    As a developer myself, i do know that each modification to the code is a risk to also break things, so having some bugs when launching such a big update was to be expected. But on the long run, there are processes that can be put in place to limit that risk, moreover on hotfixes, whose purpose is to specifically to remove bugs.
    Please, please do something about that.

    • Like 2
    • TYPE: In-game
    • DESCRIPTION: Extra cache reward repeats on replaying Nu-Gua Mines consecutively without coming back to Dojo/Relay/Orbiter.
    • VISUAL: None provided. For every set on repeatedly (at least 4 times) completing Nu-Gua Mines, i'd always get the equivalent multiple instance of the same reward (4x Nautilus part, 4x identified mod, 4x Endo...).
    • REPRODUCTION: Complete Nu-Gua Mines repeatedly, seeking the extra cache reward, without aborting / coming back to Dojo/Relay.
    • EXPECTED RESULT: Extra cache reward is randomly generated from the associated pool.
    • OBSERVED RESULT: Each mission rewards the same extra cache reward.
    • REPRODUCTION RATE: Always since 29.10.7.
  2. What i like:
    - My personal Crew!
    - I can add my Kuva Lich to my Crew!
    - I can call my On Duty crewmate!
    - Crew members can be independently improved
    - Crew members can use a modded Arsenal weapon
    - Crew members can heal themselves (except Liches)
    - Crew members can be healed with Squad Renew
    - Engineers also contribute to eliminate boarding enemies on their way
    - Gunners are quite accurate
    - Gunners can step away from the turret and contribute to eliminate boarding enemies
    - Roles can be changed during the mission

    What i have mixed feelings with:
    - Kuva Lich is restricted to Defender
    - Kuva Lich cannot be On Duty; it would be nice to see my Kuva Lich in action more often, but i can understand that being able to call in my Kuva Lich might be OP
    - Unless one changes their role when necessary, Gunners help eliminate boarding enemies when at best the current NPC crew member "available" to that task is downed, which is way too late.

    What i dislike:
    - Engineer takes 8s at Rank 5 to repair anything. That's way too long, more so when considering that an experimented Tenno can do the same within 1s.
    - Engineer prioritizes repair over eliminating boarding enemies. Furthermore, since they take so long to repair anything, they are very vulnerable during any repair, and enemies are likely to create other hazards while they repair the first one. I think the only case when repair should be prioritized is for a Catastrophic Breach; otherwise they should prioritize killing enemies, at least if in sight of the repair point. This may be manageable by switch roles on the fly, but since this requires to monitor what is happening, it is usually faster to deal with the enemies myself.
    - Gunners often prioritize Crewships over Fighters
    - An Arsenal weapon cannot be used by more than one Crew member
    - Ticker changes his suggestions once a day. If no Crew member is appealing, that's quite some time to wait...
    - Sometimes it seems Defenders attack enemies on their patrol route rather than actively seeking them on boarding alert.
    - Crew try to be ammo efficient when engaging enemies, sometimes getting downed merely because they wait between bursts. They have infinite ammo, so use it!

    • Like 2
  3. Overall, replacing the Avionics with Plexus is only a matter making selections differently.

    What i like:
    - Requires common currencies to rank up Plexus mods instead of Empyrean specific currency
    - Multiple configurations available
    - Selected configuration is tied to loadout
    - Railjack hull, armor and shields are still mainly bound to it rather than moved to the Plexus

    What i have mixed feelings with:
    - Turrets are still boosted through Avionics now Plexus, meaning one selects buffs without knowing the kind of turret they will use; although those boosts are limited to damage and critical stats, and thus can still benefit all turrets... for now.

    What i dislike:
    - Tactical mods are now categorized; the ones i used before are all in the same category. :'(
    - Damage type now match the usual ones, but status effects still are Empyrean specific. It would make more sense to either also match the status effects or revert damage types to be wholly specific.
    - Integrated Plexus mods with stacking effects would gain to have an icon when active
    - Some Integrated Plexus mods are ambiguous about which role they apply to : for instance Defensive Fire

    • Like 3
  4. There only a few noteworthy changes i'd like to mention:

    Gunnery Intrinsic
    - Rank 10 provides aim-assist but comes with a "penalty" on overheating. I personally refrain from reaching that rank since i'd rather manually target enemies than having that penalty.

    Intrinsic UI
    - Rotating the Railjack map now prevents parts of it from being hidden under the top or bottom panel. Although, since now the interior is smaller, it may not be necessary, but i'm nitpicking.
    - All Teleport target points in the map have the "Teleport" label. It may be interesting to add the location, specially for the Forge and Slingshot as they are two levels apart.
    - Forge UI now only relate to the player, so it's difficult to know when it is pertinent to forge something for someone else.

    • Like 2
  5. I grasped that the flow of Corpus missions is two-phased : a first phase about disabling/capturing various and random targets, and a second phase onboard the main ship.
    The first phase is similar to Skirmish in that there are several objectives, plus some extra, either in space or in enemy bases. A major difference is that an objective does not require to have both an Away Team and a Crew Team, actually allowing to spread the squad to achieve those objectives rapidly.
    The second phase is an onboard mission that requires the whole crew. Railjack is logically undamageable during that time, but Railjack Callback is allowed only after the whole crew extracted.

    What i like:
    - Empyrean Corpus ships and fighters are awesome
    - Corpus space battle music is awesome
    - Transport ship dismantle sub-mission
    - Security disabling sub-mission; although it usually requires several teammates present, so it may work better as a more major objective
    - Credential acquirement sub-mission can done at the same as Crewship destruction sub-mission
    - Volatile main sub-mission
    - Railjack undamageable when the whole crew is away

    What i have mixed feelings for:
    - Second phase requires the whole crew
    - Cannot use Railjack Callback during second phase until the whole crew extracted
    - Empyrean Exterminate is basically Corpus Ship Exterminate with an intro; but it makes for an easy-to-grind mission
    - Corpus Cache extra sub-mission is not very interesting -- outside rewards -- but at least it doesn't take much time
    - Volatile main sub-mission instantly fails rather than allow to do-over
    - First phase is generally more interesting that second phase, unless it's only about destroying a few Crewships and/or Security nodes.

    What i dislike:
    - Corpus Ship Defense has a too poor flow: enemies don't seem to hurry to reach the Defense Target
    - Empyrean Defense is basically Corpus Ship Defense with an intro; and given its poor flow, is pretty much uninteresting
    - Empyrean Orphix as mandatory nodes for Proxima progression; the Necramech-type mission may rather be on branching nodes rather than on the progression path, similarly to Dark Sectors / Index / Rathuum

    • Like 1
  6. This also just happened to me.

    On today's second Sortie mission (Extermination on Enceladus, Saturn, Radiation Hazard), Wukong Prime triggered a Survival Technique -- i think it was Cosmic Armour -- after being seemingly hit by a Confused ally. But instead of progressing as usual, his body was just laying on the ground as if dead.
    His Celestial Twin was still standing and moving. Abilities could be inconsistently activated (sometimes they worked, sometimes not with "Ability is use"). Using Transference allowed be to bring out the Operator and move normally, but deactivating it brought me back to Wukong's corpse.

    ?name=Warframe0001.jpg


    Something very confusing was that it seemed i could "physically" move around, as showed by position on the minimap -- and my pet "following" me. Yet the camera was fixed towards Wukong's corpse.

    ?name=Warframe0002.jpg


    Another side effect (maybe), when extracting -- thanks to my teammates completing the mission and reaching extraction -- was that Wukong's head was missing during the animation.

    ?name=Warframe0003.jpg

     

    See #2181699

  7. Trying Mirage again after a long time, i witnessed a strange behavior while using Hall of Mirrors : when attacking with melee, her mirrors only know the neutral combo. Whenever i attack with another combo (forward, block and forward block), the mirrors attack using the neutral combo.

    • TYPE: In-Game
    • DESCRIPTION: I don't board the Flotilla i want to join. This prevents me from joining a Flotilla with an ongoing Murex wave.
    • VISUAL:

    aQGrdmQ.jpg

    E3UBt4B.jpg

    • REPRODUCTION: From the Orbiter, in Navigation, select the Scarlet Spear node, then select a server with an ongoing wave (mentioning Murex driven away: ??/100)
    • EXPECTED RESULT: Board the corresponding Flotilla.
    • OBSERVED RESULT: Board another (random/competed ?) Flotilla.
    • REPRODUCTION RATE: Most often
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