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Kadesfy

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  1. Thats why I'd just stick with a credits bonus (that is something we almost aways use) and since its kinda easy to implement (just need to put two matches to start at a same time, and see whos win first), will not throw away a lot of time and affort if its just forgoten by the players...
  2. Thats the idea that I was thinking for invasion, but I need to know how to put a balance into it. (this thread is giving me a lot to...)
  3. Not that I remember... you have the link for it?
  4. welp... you got me... if we reduce the bonus multiplier, we also redude the incentive to play this mode...
  5. If you(or your team) loses the game agains the bots, you dont get the cash, just like a normal index, the competition is for geting the double cash on a victory agains Anyo. Something like: Team A vs Anyo: Team A wins on 3:25 sec << Gets the x2 on the prize. Team B vs Anyo: Team B wins on 3:39 sec. << Gets the return cash but not the x2 multiplier. and: Team A vs Anyo: Team A wins on 3:25 sec << Gets the x2 on the prize. Team B vs Anyo: Team B loses on 3:39 sec <<Does not get any credits.
  6. I've been hearing a lot about implementing PvEvP on warframe, but almost always are people trying to create a new game mode to it. But, we already have games modes that can work in a PvEvP scenario: INDEX, ARENA and INVASION (these last two I will try to show another time...) How does it work? (I will call it Dinamic investiment) Matches will work on a 4 vs Anyo Corp vs 4. Two matches start at the same time (duh...). Both teams fight Anyo Corp on separate arenas. The team who get to 100 points first, gets double the return cash. Loser team still gets the return, but not doubled... With this, we have a incentive to be the more efficient as possible on index, making it possible to gain credits in a even faster rate. and have maybe the begining of some competitive gamemodes on warframe.
  7. As it says in the title, do not matter if you have 13% duration or 306%, the Eletric elemental ward last 25 seconds even when the counter still up or even when it already runs out.
  8. That can work, maybe a mod for the parazon itself, But the thought of having it integrated as a native mechanic just grows on me the more I think of it... (just like the sadnees of knowing that this will not come to the game, hahaha...)
  9. While can it be a little redundant in some mobility uses (like moving faster on the map while jumping around), a ripline affers a bit more mobility and combat options: -You can move around more efficiently on bigger areas (just like Spiderman or the Vertical maneuvering equipment of Attack on Titan), instead of doing lots and lots of bullet jump, jump, roll, slides... -The possibility of pulling to melee range and/or disable temporality some targets (aka Bombards and that annoying Nox). -Ninjas use riplines, we are space ninjas, we may want to use riplines to move like ninjas... 😛
  10. For consoles we have RB then RT combination, (R1+R2 on PS4) available...
  11. I think "Alt" doesn't have a function yet...
  12. Ok, we all know that Valkyr's Ripline is a bad warframe power, but we can't deny its mobility usefulness on some map areas. The parazon is a blade with a whip into it, why don't make use for it? -You can move around more efficiently on bigger areas (just like Spiderman or the Vertical maneuvering equipment of Attack on Titan), instead of doing lots and lots of bullet jump, jump, roll, slides... -The possibility of pulling to melee range and/or disable temporality some targets (aka Bombards and that annoying Nox). -Ninjas use riplines, we are space ninjas, we may want to use riplines to move like ninjas... 😛 Some other points: -That can be assigned for "Alt" key, for consoles we have RB then RT combination, (R1+R2 on PS4) available (maybe i'm wrong, fell free to correct me...). -We can also have some ranged mercy executions for it.
  13. With the Rising Tide update, we got reworked archwing controls and the universal blink. As aways, we got people that like the old one better and who likes the new one, so a option for the players to switch between then, maybe on the mission itself, seems to be a good feature... About the blink, maybe having different archwings have diferent blinks can be interesting, something like: Each archwing having diferent cooldowns and blink distance. Each archwing having a different buff after the blink, like: Itzal leaving a portal for the others to follow, a speed buff, or invisibilty for some seconds. Odonata giving a EMP burst that disable enemy weapons for some time. Extra damage buff and damage redution for Elytron and Amesha. You know, if its a new feature, put some work into it... Oh, and universal vacuum would help a lot too...
  14. I have some questions about this Melee rework phase: Why the heavy attacks are in the alt fire button? the "Hold E" command work just fine and we are used to it. Also, melee mode just to be able to do heavy attacks and manual blocking is not intuitive and neither dinamic. A option (even in the gameplay options menu)to let heavy attacks on "Hold E" and block with a "Hold F" command seems dinamic and easier to use.
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