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CataReverb

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Posts posted by CataReverb

  1. Maybe make it an item that changes the behavior of the gun. I dunno, I'd rather not have it take up a mod slot, especially if it won't have ranks.

    At least, it shouldn't have ranks, so that it wouldn't be "90% chance to initiate Duplex-Auto"

    I was thinking more of giving it a new slot for just that (like stance/auras)  Although admittedly a rank would be kinda silly, though there are a few mods (at least one) that don't have ranks.  If there were ranks, I'd prefer the trigger always on and the ranks do something insignificant like +status or a very small +trigger speed 

  2. I'd think they should put in trigger mods for stance/aura to turn something like Sybaris into a duplex, or Hind into an assault rifle.  Sure that might make Burston's name a bit odd, but I think they said something about tweaking that gun (which could include a name change so the burston wouldn't be "burst only rifle")

  3. I really want to like banshee as a stealth frame, but whenever I try this, I can't help but feel: "Use Ash, Loki, or the upcoming Wukong.  Don't use banshee, stealth is only for boy frames." ;_ ;

     

    Really the best way to remain undetected is to use explosives so that you can clear out all the enemies before they reach alarms.

  4. First though: Kinda has a more traditional paladin, but the way that the abilities work sound closer to a curse flinger, which might work into more of the redemption bit?

    To be honest, this is the first warframe concept that i can't imagine at all. No theme, no special characteristic, the abilities are just doing common things. But there's nothing actually unique or specific about it. And all the terms you use seems to be chosen randomly. Googling those words only made me more confused and googling trynomogy will lead to this page.

    I can only imagine this character as a common human character in MOBA, but not as a warframe.

    This frame concept is 30% less MOBA than most I've seen that don't get called out on it. When you have base stats, 4 active a passive, and a core theme to think about it's literally impossible to make a frame that doesn't sound like a MOBA character.

    That said, this seems like it'd be a nightmare to play, especially in multiplayer. I could hear the cries of "Stop killing all of my marks" as I read it.

    I'd probably attach the Tiration dot effect to power duration, and just give it a really long base. If it never runs out, then you could just mark a boss with it and wait it out until they make Tiration not affect bosses, then this frame would be crippled in assassinate missions.

    Mortise would be impossible to hit with, enemies don't generally touch the areas we parkour at. The only way this would be useable is by wall jumping off of people's faces, which sounds like what the #2 ability is going after.

    For Redeemer's Dash, instead of free recasts, it might work better to just have it be a slashdash that does less damage, but with the knockdown and the marks... so kinda like a mix between slashdash and Rhino Charge?

    Trynomogy sounds great, really shows the potential in the concept. I'd still tweak it, where it only does the second effect, linking each marked enemy to two other random marked enemies. Really works as a sort of Moerae themed frame.

    The 4th power sounds a little too weighted in drawbacks, I'd go back to the drawing board on it and the #1 power. (Maybe shift 2 to 1 and have 2 be a moderate damage aoe marking thing where you send out a web of the ropes?)

  5. Covert Lethality makes daggers feel like they're in about the right place... that said, Sheev wasn't advertised as event exclusive.  It would be really nice if it was globally available again, perhaps BPs from Venka and Sprag, though Lynx would need to have a BP as well.  Maybe for a corpus electric shotgun?

  6. As much as I hate dragon-themed bullS#&$, Dragon Venkas would be sick, way better than gaudy prime versions.

    Speaking of, can we cancel the Nikana Prime and get a few more Dragon upgrades to some Tenno weapons that come from the Tenno Labs (Dragon being usually an upgrade to Tenno technologies that usually don't have a prime due to being developed after the fall of the orokin)

  7. I don't think this would work as a damage type.  I was going to consider this as "Well, maybe if there was a weapon that had a balanced ISP but got extra bonuses from Heavy Trauma/Rending Strike mods" when I realized that 1) we're getting a damage/mod/scaling rework soon, 2) having one exception invalidates a great need for change in a system.

  8. 9Q0Wi2E.png

     

    A warframe fanart I made, sans frame, of a Mag, the idea for which came from a time I was in Sechura using Secura Penta, and I called it Sakura Penta.  I felt I needed to make a 90's SVGA style work, since I've been experimenting with that recently.  

  9. In preface:

    I'm rushing this story because it might be the last chance I'll have before it's completely denied as anywhere near canon in the next update.  It's a story explaining the interpretation of the question "What is a Tenno" (in regard to the human/energy thing) that I shared with the first friend I found in Warframe, whom no longer plays, whether due to health or moving on.  I realize that already, most of this breaks canon of parts of the codex that I just haven't read yet, but it's about the last time I can share this interpretation without it being wrong, as we'll probably find out in a few weeks.  I hesitate to call this fanfiction, though that's what it is, as it's not in that spirit.

     

    Anyways, here it is:


    Kaila, an assistant of the gravitational technology research tower stood at the terminal, her thoughts on the fear of her Orokin superiors.  They are the ruling class of psychics that would be considered a shadow government for how aloof and reserved they are, if they didn't make their presence and will as clear as it is.

     

    The project was close to completion, but lacking a vital calculation that none could figure out.  It was Kaila's task to complete the calculation, running only on the fear of the psychics, if she failed.  The portal stood open and charged, but with no pocket space formed behind it, nor destination beyond.  The Orokin demand success where there is none to be had.

     

    Kaila looked to the janitor with no name.  To be a grineer, without the ability to think complex enough thoughts to feel fear.  She felt envy, turning back to the giant obelisk of physical nothing within arm's reach.  Whether urged by voices from the void as she thought, or pushed by the Orokin psychics, she never knew, but she stepped through the portal.

     

    What came back was flesh changed, a pile of it reminiscent of Kaila.  This new being lacked in bones, like some horned aquatic lifeform, maybe a jellyfish, or a squid, or some fleshy coral, barely heavier than a child.  It boasted powerful pseudo-limbs, but uncoordinated with no skeletal system.  Manifesting powers of the orokin psychics with no control over domain or focus as the normal psychic.  A frame was built around this being, in humanoid form, and it learned to communicate again, with surprising coordination and psychic powers honed to rival those of the orokin psychics.  It was the human named Kaila, as they'd thought - or once was, whether or not it remained human is only a matter of semantics, whether the truest definition in the body and genes, or in the mind and soul.  She often found herself with three thoughts she couldn't identify the source of, about a mother figure, about the name of Nyx, and that the time when she need fear the Orokin was soon to end.


  10. I think for new players this is a lot. We have milions, they don't.

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    i think those who said that the kubrow are cheap of maintenance forget that new player:

     

    1 Don't have access to semenie

    2 Need credit to lvl mods

    3 Need credit for gun BP

    4 Need credit for warframe part and BP

    5 Don't kow the game well enought to cash in fast

    6 Are probably too weak to take on the star chard

     

    Exactly my points...  There's also kinda a problem with mods in level and availability, especially when it comes to beginning late game.  "I could switch over to kubrow, but that's so many new mods I'll need to level, if I even have the right mods to make a kubrow good,"  with a mind towards bite/maul/defenses.  The players who finally get enough credits will still be too focused on building up their mods, with an acceptance that their carrier's already got vitality and regen and that's really all it needs... if they get started on kubrows earlier, the mods won't be as big of an obstacle to overcome.

  11. Doesn't Left 4 Dead do this?  Would give actual incentive to crouch and move slowly in this gobba go fast game.

    Many many games do this.  It works for many people in reality as well, but not I.  Hell, I find that it kinda helps in this game with some rifles...

  12. Required mods rework/rebalance:

    The first focus should be more on base damage mods, as they are the mods that are most considered a "tax" as opposed to multishot, which is a mechanical upgrade to weapons instead of a flat stat mod.

    If you're going to rework multishot, make sure that the mechanics are appropriately powerful for when you get them (a rare mod that's not much better than an uncommon mod is irritating, see Primed Slip Magazine.)  Make sure it doesn't screw over all weapons the way that multishot consuming ammo would.  In the situation described, where Multishot would consume ammo, it would become nothing more than another variable in fire rate.  

    If you want to nerf multishot mods as opposed to the mechanic, you might be fine so long as they are still viable for their cost and slot.

    Give players the option to refund the forma when you nerf a weapon in drastic fashion.  There's nothing more irksome to most players than a six forma weapon turning unusable when it's not the weapon they invested in. 

     

    I love the exilus slot, but I feel that it's inclusion just serves to highlight that the full modding situation needs to change.  If this is a herald to Modding 2.0 (or 2.5/3.0, idk) I wouldn't be opposed, and it would serve as a better front for rebalancing the mods than the front of "Nerf Hammers: most OP weapon in game."

     

    "Brawler" frame... I don't think I've seen anything other than the initial concept art which was drawn without a helmet? If it doesn't have a head, that'd get kinda irksome to look at.

     

    Endless missions and scaling:

    The biggest enemy of every Tenno, the god they fear, is RNG.  Because before we enter the void, every weapon is "three more Neurodes" away, and we know where and how to reliably get Neurodes that the RNG of farming the void (or draco for access to the parts of the void wherein treasures lie.)  From this farming happens, which can become tiring that creates the mindset of "How can I do this more efficiently" in which the root of modding and tactics that are OP, so they get more out of each key, so they don't have to farm more keys.

     

    Consider some alternates:  Level scaling starts high but stays flat.  Risk of failure is a revive for everyone on the team until the team decides to quit or extracts, if the mission fails, people keep what they've already earned.

     

    Maybe consider restructuring the void so that more similar parts will always be grouped in the same tier, so that the parts about to leave the void, and the staple weapons that won't leave the void will remain easier to access.

     

    Maybe introduce a single reusable or craftable T5 key that has level 50-70ish enemies, with objectives that constantly change with a bit of player influence on its direction, say "Eliminate this squad of 100 enemies" > "Now that the enemy's numbers are thinned, do [one round of interception at this location,] or distract the reinforcements so that an operative [survival]" which branches off several times to several different mini-tasks, perhaps capped with a Sabotage like boss ending.

    To each game system a certain amount of risk is required to validate the value of each run.  The biggest risk in each void run is time: the time to farm up a key in Draco, the time of the mission to run to completion... I get that key packs are meant to be a way that warframe makes its money, but I have to wonder if many people buy them for plat rather than syndicate or pay expert farmers for the parts or try to farm it themself from draco/triton up.

     

    I wonder if, in place of short feedback, more consideration through the forums could come up.  If there would be a temporary forum as a mixture of Fan Concepts and Feedback would come up, so something like "How would you change X" comes up, after which the design council votes on the top five or so based only on the initial post, which is then given consideration of "is this a realistic change, can we test to see how it feels" by DE, then put into a test build... or something less bureaucratic...

  13. Those 75k credits per 24 days is a WAY too low amount imo.

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    With the incubator segment upgrade, it takes 8 days for your kubrow to go from 100% to 60% (DNA stabilizers give 40%), a pack of stabilizers cost 100K, it gives 5. Since if you want to get full benefit from one of them, you'll use 1/week, so they'll last you for a month and a week. Without the upgrade they'll last you for 2 weeks, really isn't that hard to get 100K for 2 weeks, which would require to do 7143 credits a day; or just 2500 credits a day with the upgrade. This can be done by new players with a few missions, and for end-game players with one mission really.

     

    Also another reason we have DNA stabilizers is because well our kubrow's DNA degrades over time (realism of cloning in a game that has no logic).

     

    With the prime kubrows being shown by mistake, hopefully those won't require DNA stabilizers.

     

    And the one of the major reasons I've seen people as to why they'll rather use sentinels is because kubrows' AI/Path finding is horrible.

     

    EDIT: forgot that the cost for a pack is 75K now, so 5358 credits/day without the upgrade or just 1875 credits/day with the upgrade.

     

    The per day is VERY cheap, I'll agree with you, but the upfront is intimidating to new players that probably don't have the upgrade segment.  I'm in the camp of people to whom this wouldn't affect as much.  The reason for this is actually more a solution to DE's thoughts on "Why is everyone still using Carrier," which is because it's a one-time investment, even if it's more expensive up front.

  14. The problem is how crowded console controls are, this would require some key combo to execute (R3+L3?).

     

    There was a suggestion of automated activation whenever not in stealth, this would prevent the effect from going off when stealthing.

    Line's too blurred between stealthing and not stealthing for that to work - I often run spy missions on frames that are not Loki or Ash.  

    R3+L3 would probably work for the console or controller players, and also would work if this effect was toggleable (auto/activate).

  15. Add DNA stabilizing units to drop tables on the starchart (maybe capture?).  It doesn't have to be a high drop chance, but it has to be on there at least at Mars, but preferably also on the higher end parts of Earth.  Low level players will see the Kubrow DNA Stabilizers added to their inventory and consider getting a kubrow: "hey I already have some of the kubrow food I need to keep it alive."

     

    As it stands, a low level player would see a Kubrow DNA pack in the market and think to themself "Geez, why don't I just get a sentinel at that price," and guess what sentinel they pick because of it's utility?  

     

    Sure, the helios can help with scanning, but low level players don't do much scanning because it consumes time and credits and has no tangible reward, so higher level players might consider it a time saver.  Simaris has a mod to tune it up a bit once you've scanned everything, but that's a long ways off, and you'll need the additional resources that the Carrier offers.

     

    To high level players, they might get one every so rarely from a syndicate mission, but it'll probably be more practical to rely on those in the market.

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