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Steel_Rook

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Everything posted by Steel_Rook

  1. Honestly, I wish more of Warframe were handled client-side. I keep soft-locking myself due to knockback as a client, and I used to soft-lock myself by activating my Archgun and my Scanner together before I changed those keybinds. Far as I'm concerned, only the enemy AI and mission scripts should be handled via hard sync with the host. Everything to do with my own player state should be handled client-side.
  2. Apropos of nothing, but why is that not a thing already? I could have sworn DE added scaling health to Excavators, but that doesn't seem to be the case. At leat not in Steel Path, anyway. Just means the Excavator gets one-shot.
  3. I've wondered the same, myself. Baro supposedly shows up "over the weekend", but he's only available Friday and Saturday. Seems like an odd choice.
  4. I would like to see the damage numbers pop up literally anywhere else besides immediately in my crosshair, blocking my view of what I'm shooting at.
  5. Huh. I've never managed to hit weak points on them, but may misremember. My point, though, was that it just makes sense for "Eximus" and "Heavy" unit to be one and the same. It would mean the game would spawn fewer Heavy units since they can only be Eximus, but it would ensure that all Eximus units are decently strong AND have some more interesting mechanics (which Heavy units more often have).
  6. Oh, agreed completely. It's why I suggested scrapping the existing Operator character rig and re-rigging them to use a shrunk-down version of their Warframe rig. Such a change would be hugely expensive as it would effectively scrap a whole slew of preexisting animations (and probably break Hey Kiddo), on top of having to potentially re-weigh all of the Operator costume pieces. I personally feel it's worth the cost of investment, though, because Operators are available in almost every single bit of content the game has to offer. The only times we can't use our Operators is during one-off story missions as Khal, Veso and whoever the Metal Gear Revengence character was in the subway. For anything else - up to and including Duviri - we have access to our Operators. A proper redesign of them, allowing for full melee animations, would affect almost the entire game. I'd argue that adding Operator-specific missions isn't even strictly necessary, but wouldn't be unwelcome in limited quantity. Changes to core game elements always have far more impact and far more return on investment than new content because they make large chunks of old content fresh again.
  7. It's animation time. It's always animation time. For whatever reason, DE just outwardly refuse to do ANY new animation work unless it's absolutely necessary to support new content. And even then, most of the animations are stiff and stilted. This is made even worse by the fact that the Operator and Drifter use completely separate animation rigs. The Operator uses their own unique rig, while the Drifter uses the Warframe rig. Any Operator melee would by definition require two separate sets of animations. Let me be blunt for a moment - I think DE need to scrap the Operator character rig and redesign child Operators to use the Warframe rig. That'll give them access to weapon and melee animations by default, as well as finally getting rid of the STUPID hunched-over stretchy-neck Amp stance. At that point, Operators can be given their own full set of "void melee" weapons, probably as a fourth piece at amp creation. Unfortunately, that would be a lot of work refactoring legacy content - which is a thing DE generally don't seem to want to do. It's also going to cause at least some people to complain about how much "better" the awful legacy Operator animations were.
  8. Honestly, Tribute's design is the end point of trying to salvage a terrible ability and failing to do so. Originally, players couldn't pick the specific buff they got out of Tribute. I believe it depended on what enemy it was cast over. This was an objectively bad design as it was both difficult to remember which enemy gave what buff, and difficult to target them specifically. So the ability was reworked to let players select their own buff. However, all that did was let players have all four at the cost of a long and tedious process of tap-hold-tap-hold. This is "better" in only the strictest sense, because it's a massive pain in the ass to use. DE tried the same with Wisp, and ended up giving her an Augment to just cast all three Motes at once. They tried it with Grendel and ended up reworking him into getting all three buffs at once just naturally - they aren't even treated as separate buffs any more. Titania needs something similar, as well. There's really no excuse for abilities like these. At least when it comes to Vauban's Minelayer or Ivara's Quiver, each version of the ability actually does different things. They have their own situational uses (for the most part, some of those are just useless). But that's not the case with Titania's Tribute. There's no situation where a player may want to use just some of the buffs but not others. There's no opportunity cost to having all four. The only cost is keyboard amortisation. While not intentional, this is a prime example of "balance by annoyance".
  9. I don't necessarily agree with the OP, but I do agree that the "roguelike" aspect of Duviri fundamentally undermines the core experience of it. It means content is balanced "high" relative to players in order to account for decrees, but utterly fails to do so. Even a few decrees of the right kind can completely knock the bottom from under the entire combat system and make everything trivial. *edit* Not to mention having to stop every 5 minutes to "choose a card" is so god damn tedious...
  10. I'd like to make a potentially controversial proposal: Scrap the concept of "Eximus upgrade" for all units and just make all Heavy units automatically Eximus. That means the likes of Heavy Gunners, Bombards and - yes - Nullifiers would only spawn when an Eximus would, but not under other circumstances. It also means that we'd never see stupid S#&$ like Eximus roller balls or Eximus Ospreys. You know, stuff without a weakpoint. It just makes sense to me.
  11. Everything else aside, this is the primary dealbreaker. There's a reason that most of the "classic" MMOs from the late 90s and early 2000s have either shut down or been ghosted. It's because they cost an unconscionable amount of money just to keep running. P2P design took over the market because it's simply far more affordable for studios small and large. Not to mention - dedicated servers are objectively far worse for solo players and groups of friends. Right now, I can play Warframe like a local game - by myself, with the ability to pause and with no ping delay. Moving me to a dedicated server is going to induce significant delay, and my situation isn't all that bad. I live in Eastern Europe, so chances are I'll have a data centre near me. What about people in East Asia? What about people in Australia? I would also like to remind people that we have objective lessons of the folly of dedicated servers in our very recent past. Both Darktide and Payday 3 chose to abandon the proven local hosting network design of their predecessors (Vermintide 2 and Payday 2, respectively) in favour of fully dedicated MMO design. Both games have had consistent, persistent teething issues with connectivity, disconnects, poor connection and awful network sync. The minor convenience of host migration sometimes failing isn't worth the cost and inconvenience.
  12. Alternately, yeah - you could lock "evergreen" rewards behind completing the entire tree. Personally, though, I feel that the simplest solution is to just not put anything incredibly valuable in the system. If you stick in, say, Umbral Forma or Rivens then you're going to destroy the experience for players going through it. But stuff like - as you said - Lenses? Relic packs? Hell, somebody suggested Void Traces. That's another good one. I'm hoping for something that's "nice to have" but isn't hugely gated everywhere else in the game.
  13. Yes, but players should be encouraged to make out with all of the trees. A "Represent" system which heavily rewards players would encourage maxing out one Focus School and just staying there. You have to remember that starting work on a new Focus School is a significant investment as it requires brand new Lenses.
  14. That doesn't really work when you're offering FPS mode as a solution to the game's camera distance and FoV issues. If a solution to my problem doesn't solve my problem, "don't use it" won't cut it, I'm afraid. I'm not against an FPS mode if you're fine with not having any on-screen weapon animations. To each their own. But it doesn't solve the problem of Warframe positioning my camera up my character's ass. This is a third person shooter. I want to actually SEE my character in regular gameplay. With the way the camera is set up right now, I only ever get to see their upper right shoulder and head. And often literally nothing else. I'd love to see a longer camera distance. Hell, I'd love to see a GTA style "over the head" camera, as opposed to this ubiquitous Gears of War "over the shoulder" view. If there are concerns about shooting around corners, you can always add checks for it. At least when not aiming down sights, I'd like to see my entire character model - heel to head.
  15. While we're on the subject of focus - can we PLEASE add a quest which leads players to Onko? As it stands right now, players who complete the War Within have no way of knowing that amps even exist. The only clue they're given is a tooltip in Focus School upgrade menu that's easily missed and I'm not sure if it's even there any more. This is a big step in player progression, yet it's effectively an ARG. You know about Onko if someone told you about it... or you Googled it.
  16. Because the game is 17+ The issue is the Operator character rig - the literal 3D animation rig. The Drifter is a reskinned Warframe, so they can easily share Warframe animations without any adjustment. The Operator can't. They require entirely new animations made for them from scratch. For whatever reason, DE just refuse to do ANY new animation work for the Operator that isn't strictly necessary for new content (so... cutscenes). It's the same reason that the Drifter can't use Operator cosmetics, outside of a scant few custom-adapted exceptions. It's also why the Drifter uses a pistol grip for their amps outside of The New War and Duviri. Warframe doesn't seem to have the capacity of cleanly transferring animations between rigs, so there are no good solutions available here. Either the Operator needs to be re-rigged as a mini-Warframe, or brand new animations have to be made for all the new interactions. In the former case, all of the Operator's existing animations would need to be redone, as they can do a number of things Warframes can't (they have their own animation set). In the latter case, it functionally doubles animation load for new content, as duplicates need to be made for the child rig.
  17. Wouldn't be opposed. It IS a Simaris task, after all. While we're at it - can the Simaris Synthesis Scan mission automatically turn itself in and reset itself? Making me physically go to Simaris, wait a day, then physically go to him again for (let's face it) garbage rewards is not good. Just means I don't bother turning them in.
  18. Yeah, some kind of consumable reward might be nice. It doesn't have to be anything major, either. It just feels weird sitting on currency I literally can't spend for anything at all. Just make sure it's not something powerful. The last thing Focus needs is for "evergreen" rewards to eclipse actually maxing out the Schools.
  19. I can't speak to level 300 content as nothing in the game has that without specifically looking for it. However, I've never had him die in Archon Hunts (and I've done quite a few) nor in Netracell missions. About the only thing that has consistently killed my Inaros is the Acolyte that ragdolls you and then two-shots you. I don't have any Warframes who can survive that. I guess he may have indeed been eclipsed by newer 'Frames, like my Grendel sitting on 5000 health and I don't even know how much armour (2000 from Feast, 900 from Guardian, something like 800 from the Warframe) AND a 3K raw heal off of Nourish. I've basically swapped over to Grendel full time by this point :) Mind you, I'm not opposed to a redesign for Inaros. My personal desire is to see Sandstorm turned into a static objective defence ability, like a large-scale location-based Zephyr Turbulence ability. There was also an Inaros redesign thread a couple years back where we through around the idea of... basically Payday 2's Stoic ability. Take only some of the damage up-front, transform the rest of the damage into DOT, cast an ability to burn the DOT for... something. I don't remember exactly, but I think the point was to take damage and then use that damage to cast abilities with. Inaros is an old Frame and he's definitely not perfect. I just don't think he "sucks", not even close. Nor do I think he's significantly outclassed. He was so stupidly overpowered during his heyday that even now with a only two good abilities and one OK one, he's still extremely powerful.
  20. I don't. Always hated Void Blast and saw it as a kludge - something they threw together in a hurry to fill a button press. About the only time I miss it is disarming Kuva Guardians, but Void Sling does a far better job of that anyway. I find Void Sling DRASTICALLY better than Void Dash. It might not be theoretically as fast, but it's already fast enough on top of being far easier to aim. And I'm perfectly happy with the Focus rework. Progression got actually more expensive, but also more even and I much prefer having discrete Operator abilities over attaching functionality to random crap like Void Blast and Void Dash. About the only thing I wish DE had done was give Operators proper melee weapons themselves, so I can do silent takedowns. And because I'd like to see a range of Void Melee weapons.
  21. Hm. OK, I'll definitely have to try that out. Thanks for the heads-up.
  22. Be...cause you're wrong? Yeah, I'm not satisfied, when your assessment on Inaros seems to based entirely on what other people have said about him, and possibly from looking at his abilities on the Wiki. Or were you expecting me to hear "oh, he can't play Steel Path" and just accept that? I asked for what's wrong with Inaros in search for information, and most of what I've gotten back so far is at best hearsay. I tried to explain this, but you simply either ignored my questions or hand-waved them away. I don't mean to pick a fight, but there's very little of value here if we can't even agree on objective reality. And considering something like 60% of my playtime is on Inaros, I tend to have a pretty high bar for claims that my experience with him is just wrong. You keep citing "5 meter spread radius". Have you actually tried using Scarab Swarm in the game proper. Like grab your Inaros (I presume you have one), go into any decently high-level mission with enough enemies to justify CC in the first place and throw out a Swarm. See how far that spreads. Because in my own experience, it spreads out more than far enough. Enemies walking towards the initial few targets become infected, which then infects others and it chains from there. Unless all you care about is Free Roam maps where enemies are spread across an acre, this is more than enough. And no, the healing distance isn't too short, either. It can't heal people sniping from a room away, fair enough, but it'll heal anyone in close-to-mid range of the enemy, which are typically the ones taking all the damage. Since Warframe doesn't have a "taunt" mechanic (that I'm aware of, and I don't feel like checking mid-sentence), team-mates are going to get shot and Scarab Swarm offers plenty of healing for anyone who isn't sitting on 9000 health. Which is most everyone else. No, Devour isn't going to kill enemies, because it's not an attack. It's hardly the only such ability. It's a reliable CC. Yes, I'm aware that Overguard enemies are immune, but that applies to all CC. So unless you want to expand the discussion to Overguard and CC balance in general, I don't see the point in discussing it. Devour suffers no more from Overguard than Dessicate or Scarab Swarm or Petrify or Bastile. And indeed, no more so than Feast. I'm not arguing that it's a GREAT ability. Just that it's not something you can write off as "terrible". It has its uses, albeit somewhat limited such. I disagree. If the "critics" you're presenting here are anything to go by, then those very much need to be backed up with something - facts, arguments, math, something. Because on face value, they make no sense and don't comport in the slightest with actual lived-in reality. You may as well be telling me that Inaros has one leg and three arms, then acting surprised at how I could have never noticed. I'm not immune to reason, but I'm going to need something more substantive than naked assertions which are - near as I can tell - false on their face. Which CC is that? Neither Rhino Charge nor Rhino Stomp appear to affect Overguard enemies. At least, not that I've been able to replicate, at least - and I did just try that in the Simulacrum.
  23. I had an old screenshot kicking around somewhere... Ah, there it is. I wonder if they ever fixed this. https://steamcommunity.com/sharedfiles/filedetails/?id=1616750597 I agree wholeheartedly. Warframe's camera is so claustrophobically close to my character that it's genuinely hard to see what I'm doing. This is far closer than any other game I've seen. I'd like for the game to either pull the camera farther back and farther to the side, or else allow us to move the camera around ourselves - within some bounds. Horizontal and vertical offset, as well as distance from the character would be very welcome. It's not unplayable, but it's genuinely unpleasant.
  24. Uh... Inaros is not "only about health tanking". Are we forgetting that he also has considerable crowd control and ally heals? Scarab Swarm is a 15 second base AoE hold with a wide range on initial cast and the capacity to spread to an infinite number of enemies - which it commonly does regardless of the limited range of spread. Enemies move around. Again - I know there are other Warframes which can do this - Vauban, Nyx, Volt, etc. Those 'Frames are not tanks and don't offer this amount of healing. This is going into "tell me you haven't played Inaros without telling me" territory, to be perfectly honest. You're telling me things about him which are not even remotely true and either deliberately or accidentally ignoring arguments that you've acknowledged - so I know you didn't just miss them. I have carried teams with me through Archon Hunts on the weight of that crowd control and heal - and on being the one member of the team who doesn't get wiped by the Steel Path level enemies. I'm aware that a lot of Warframes are able to survive high level content if played smart, but my experience with pubbie teams does not reflect this. You keep asserting that, but you've yet to demonstrate it. Sandstorm is bad, yes, but predominantly because it locks the player's use of weapons and other abilities. Devour is objectively not terrible. It's a fairly cheap really-long-distance hold which works well to incapacitate individual dangerous enemies. It's not the BEST ability in the game, but I'd argue that not a single Warframe exists where all four abilities are worth much. Best case scenario, the Warframe's individual design holds abilities hostage by splitting mechanics across multiple ones when they really didn't need to. Rhino's Charge is a prime example of this. It's a genuinely terrible ability that's used only for the sake of Ironclad Charge. Again, I'm not claiming that Inaros is DA BEST WARFRAME EVAAA!!! More broken 'Frames exist. I'm arguing that he has a broad ability set with plenty of team support and among THE highest survivability in the entire game. And that's passive survivability, as well. Inaros doesn't need to maintain Iron Skin or Overguard or control enemies or reactivate buffs or anything of the sort. With a decent enough build (i.e. a couple of Arcanes), he can simply face-tank pretty much anything that wouldn't one-shot literally everyone else.
  25. That's simply not true. My Inaros is functionally unkillable in pretty much any content I've taken him to, and that's without me actually using any of his abilities to heal. That's including Steel Path. In fact, as a test before writing this very sentence, I went and did a Netracell mission with Inaros - that's level 240 enemies. Health never dropped below 7000, and shot back up to full as soon as Grace kicked in. Obviously, I have a pretty "expensive" build on Inaros, being that he's my darling baby, but the most impactful things on him are the Arcanes. Guardian and Grace make him functionally immortal. In that Netracell mission, I took my hands off the controls for like a minute, in the middle of the throng of enemies towards the end. Health didn't budge. And it was pretty easy to Scarab all of them, too. Inaros does have issues, but survivability isn't really one of them. *edit* Just for the sake of completeness: my Inaros sits at 9206 health, 672 armour + 200 armour from Scarab Armour +900 armour from Arcane Guardian, ~552 health per second of passive regen from Arcane Grace. That's an effective health of ~63 583, with effective healing of ~3812 health per second. That's not counting Adaptation. He CAN die - Accolytes and some bosses deal just stupid amounts of spike damage. But for most content? I can clock out for lunch and go back to a full-health Inaros, up to pretty much any level I've tried him on.
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