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AyeDog9000

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Posts posted by AyeDog9000

  1. Being able to flag mods so that, on new acquisition and on mission completion, they're automatically broken down into Endo or Credits. Every few weeks I go into Mods and order by Duplicates and have to sell or break down thousands of mods that drop on a regular. Having an option to flag mods to do it automatically would clear up quite a bit of that.

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  2. An added "Copy Main Color" button as a toggle option on Weapons (Primary, Secondary and Melee, please) would be fantastic.

     

    I do like my colors to match and I'm not always particular about whether a gun as a consistent look or not. I prefer the colors to flow together. Some frames are black/neon-cyan mixed, other gold/grey mixed. Whenever I switch, I tend to have to take a minute to sync my colors up as well (Fashion frame... cmon now).

     

    An option, on each weapon, to toggle "Copy Main Color" would be fantastic. Whenever I change frames, the colors of the weapon(s) would immediately switch over as well. Colors are all lined up and lots of time is saved (over time, that is).

     

    Edit: Said toggle to apply to attachments, as well. So as I update my Frame's primary colors his armor pieces and all that sync as well.

     

    Forgot that.

  3.  

    With where Wisp's motes orbit the player, their flight path gets in the way of the player's viewing area when scoped.

     

    If they could "fade" out like with Mirage's clones, or have an altered orbit height, it would fix the issue

  4. Alright. DE. Seriously. I don't know if I'm the only one experiencing this, but I'm having serious what-the-fck moments with this new void crap.

     

    First off all, the Lotus' comment of "nobody said this would be easy" is fine. Even killing every enemy within 5 seconds of them spawning, I'm not getting enough reactant to close it within the time limit. Desecrate with Nekros is also rewarding absolutely zilch for additional reactant. And then there's the Nulls. A null every 5 seconds.

     

    Are you guys trying to make this new content un-soloable? I don't play teams. I Don't play groups. I do solo. And right now void rewards are pretty much 100% undoable for me. Thanks a lot.

  5. 1 minute ago, Kelindor said:

    why must you people be so negative?

    Because there's content that players have been wanting for months and years that DE is completely ignoring and instead working on a pointless minigame.

     

    That's why.

  6. 1 minute ago, Momo93 said:

    They will completely forget about it in a few weeks anyway.

    Most likely.

     

    I'm still waiting on the new Map and Companions. Probably a few more months until we get told that it's going to be replaced with Tenno Pinball.

  7. In a recent game I made a great discovery and wasn't sure if it's been documented before, but I thought that I should, especially given that the player I was with primary'd as Equinox and had never heard of it before.

     

    EV Trin, when used immediately after Well of Life and while Day Equinox's '4' ability is toggled ('3' also helps grealty', grants huge damage buildup. Tried only on T3D so far (and most effective after wave 15 or so), a single Well-EV combo by an EV Trin in proximity to Equinox can easily give upwards of 25k damage. At wave 20 I was told the damage was nearly 100k.

     

    Best used on Eximus and Heavy units (ancients, moas, gunners/bombards), the damage potential is unlimited given how Energy Vampire works (each pulse taking 10% of the current health) and Well increasing the max health (And the current health) temporarily by however much. 

     

     

    As an added bonus, if EV is cast at the right time it'll also kill the Well'd enemy regardless of what the enemy is (from crewman to heavy gunner).

     

     

    Am I the first to come across this? Anyone have feedback?

  8. Interesting to see DE nerfing things that players haven't asked for.

     

    Kinda like half the things they change to make "better."

     

     

    By the way, Mags Pull doesn't pull enemies from behind corners/cover, like advertised on its change. I understand the "no pull through closed doors", but if there's a direct path to the enemy or loot it should be able to affect it

  9. Technically it's optional, so I wouldn't have a problem with it existing. Not sure if I would want to risk my keys though.

     

    Either way, with the U18 star chart Void will be changed and I don't see void keys staying as they are.

    I'm 90% sure it's going to be a completely new system, and your idea would simply become irrelevant.

     

     

    Up the difficulty and get 4 rewards out of 1 run? A well-oiled squad would likely have little to no problem with the changes, assuming everyone knows what they're doing.

     

    As for the u18 starchart change, I haven't seen the devstream on it, nor been able to find forum posts about it. Granted, I haven't looked very hard.

  10. I really like it. When you said "Blackouts" though, I pictured literal blackouts where players can only see a few feet ahead, 10 meters with max lighting, and enemies have reduce accuracy (but not enough to make players better)

     

     

    I actually thought that at first, too. As if Vor activated a kind of light-dampening defense field to choke us off.

     

    To clarify on all that, though.

    For Mobile Defense it would begin when the key was inserted, then end once the timer finished.

    In capture, it would begin when nearing the target. In defense - random waves (not full 5-wave rounds, but maybe 1 or 2 here and there).

    Survival, randomly for a few minutes at a time.

    Exterminate, at random bodycounts (when you kill xx it would activate for a few minutes, then activate again if the quota was met again)

    Sabotage, when protecting the gate room and on your way to the extraction

    Interception, randomly throughout the game. Also, would randomly and instantly "turn" capture points whether there were enemies or not, even if a player is standing at it, requiring it to be re-capped. It would last until 20% more data interception is achieved, which would be slowed down since the points would reset.

     

    I feel like I'm missing a game mode.

    and if we fail, the keys gets swallowed?

     

     

    I would imagine so. Greater reward, greater risk.

     

    If you wouldn't want to run 4 keys, run 2 even with 4 players. Even that would be 100% better than running 1 key between 4 people.

     

    The whole idea here is to give players a greater chance at acquiring what they want. If they fail the mission, they'll have more to lose.

  11. As it stands, we run (as groups) the same mission over and over, and over.

    And over.

    And over

    And over again to get the rewards we want.

     

     

    My proposal is a KeyShare 2.0.

     

    When a group is made and the host selects the target destination, the other players will have a UI popup, allowing them to add their own key, matching the hosts. (Be it tower I/II/III or Sabotage, defense, etc). Up to 3 additional keys can be added, totaling 4. As each mission (or wave/5-min interval, etc depending on mission type) an extra reward is given for each key. If 4 keys are used on a T2 Exterminate, then 4 rewards are given. If 2 are used, then 2 rewards are given.

     

    Sounds awesome, but the catch. Each key added would begin increasing the difficulty greatly.

     

    One additional key would cause enemy armor, health, shields and levels to increase.

    Two keys would prompt the spawning of more eximus units (energy leechers, caustics, etc).

    Three keys would cause "Blackouts" in which nightmare-like settings kick in. Energy begins draining, shields begin falling to 0, health drains and can only be restored through kills, gravity is lessened, etc.

     

    It would balance the chance to gain additional rewards without multiple runs, while giving players a riskier way to get more/better/desired rewards without hours of farming the same key.

     

    Input, opinions? Constructive criticism? cookies?

     

     

     

    EDIT: So this is also my brilliant idea:

     

    What if multiple keys also opened up drop tables to previously-available rewards? The drop table with 4 keys would have a chance of rewarding something no longer obtainable from that mission type/level. Bring back Scindo P, Frost P, Etc.

     

    Or, at the very least, allows DE to add new primed Frames/Weapons/Rewards without having to sacrifice current ones

  12. Valkyr ripline is more Batman escape hook.  I think this is more of a tightrope generator.  Sounds like a pain to develop, but fun to use.

    Maybe a pain. The "link rope to here" is already IG with Valkyr, it'd be just (I imagine) a matter of coding a duration and zipline usability. and then choosing where the other side connects (like if you're on one zipline and fire another, the new one would have one end at target and the other on your mounted zip)

     

     

    And yeah, I would really prefer it look energy based. Yellow and blue lines to walk on would be really cool

  13. with our current mobility, do we really need ziplines?

     

    Unless they make more open maps (Which I would LOVE), this ability would kindof be redundant

     

    also valkyr

     

     

    While I do know Valkyr has a "zipline-like" move, I personally find it utterly offensive with how it was implemented. Half the time the line gets broken/expires before I'm anywhere near where I want to be.

     

    As for the recent parkour system, which is a bit absurd, it would just be a weapon-based addition. My biggest issue(s) with parkour are that they removed the "running" aspects of it. The horizontal wall-runs used to be able to go around corners. These new leaping things are far less able to do that. (and especially Ironic that it was the old parkour that they featured in the Sentinels promo vid). With bow-lines we could have a better way of going around corners/areas that don't have a pathway or no clear leap path.

     

     

     

    Another possible idea: Each line lasts 15 seconds, unless a player is using it. Meaning once you jump off it poofs in 15 unless you get back on. Max # of ziplines being 2 (to prevent mass spamming and whatnot, even with the time limit)

  14. Pretty self-explanatory, though I'm not sure if there's another thread like that (my forum search skills aren't too great).

     

    Middle mouse button to fire, uses 10 ammo (or 5, up to devs/feedback), and where it connects a zipline will be made. Zipline material being either energy (like using Tenno power to create the zipline) or a rope/cable. In either case, after 30 seconds the rope burns/disintegrates.

     

    But of course both sides need to be anchored. I'd propose either another rope be shot directly backwards (into the wall/floor), or the player go through an animation where we see the player fastening it into the ground.

     

     

     

    Input?

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