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Steel_Rook

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Everything posted by Steel_Rook

  1. Dessication is a cheap, medium-range AoE stun that can be spammed quite easily. Devour can be used as a long-range single-target hold. Scarab Swarm is hands-down one of the best AoE control abilities, as it lasts a long time and can self-spread across effectively infinite numbers of enemies. Obviously, dedicated CC frames like Vauban do better, but Inaros combines very strong CC with extreme tankiness. Qorvex is certainly quite tanky, as well, no argument there. However, he also has fairly low health. Ignoring the effects of mod build (as I'd build them the same anyway), Qorvex has 600 base health with 875 armour and 200 base shields with 50% damage resistance. Inaros Prime has 2215 base health with 240 + 200 armour. This gives Qorvex 600 + 600*(875/300) = 2 350 health and 200/(1 - 0.5) = 400 shields. Shield gate aside, that's 2750 EHP. Inaros, in contrast, has 2215 + 2215*(440/300) = 5 464 EHP. That's significantly more overall durability just on base stats. The primary source of Inaros' durability, though, is Arcanes. Arcane Guardian can offer a maximum of 900 bonus armour effectively permanently, while Arcane Grace can heal for 6% of max health per second with an ALMOST permanent uptime under fire. Inaros' extremely high health grants him a tremendous amount of passive sustain while the bonus armour closes the gap towards Warframes with more armour (like Atlas and Qorvex). And all of that entirely disregards kit. Qorvex has no sustain in his own kit, beyond admittedly very reliable status protection. Inaros has three separate heals, though admittedly Dessicate is basically useless for healing. Devour is a decent emergency button as it can heal Inaros to full and render him invulnerable. But it's Devouring Swarm that steals the show there. With enough Power Strength and enough enemies affected, that ability can provide a tremendous amount of passive healing - healing which affects the rest of the team as well, incidentally. Don't get me wrong - Inaros is definitely outdated just due to sheer power creep. Grendel can do most of what Inaros can on top of outright removing enemies from the field (although he lacks the massive CC) and Kullervo is basically a bastard lovechild of Inaros and Rhino. I'm not saying that Inaros wouldn't benefit from a redesign. I'm just saying that his current design absolutely holds up in modern Warframe.
  2. A couple of important points: Kaithe mounts can only be used in "Free Roam" maps. That's Duviri, the Plains of Eidolon on Earth, the Orb Vallis on Venus and the Cambion Drift on Deimos. By default, Kaithe mounts can only be used on Duviri. To use them anywhere else, you need to unlock that ability through Duviri's "intrinsics" system.
  3. What exactly is wrong with Inaros? He's by far the tankiest Warframe in the game and has some of the best CC around.
  4. Ah, I didn't check. To be fair, there was no indication that it's that old, since nothing about the matter has changed. I only really check post dates if something seems out of whack.
  5. Well, the current Ice Mine tiles we do have aren't really specific to being on an asteroid. Only the initial landing tile shows the exterior. Everything else is completely encased in ice. So they COULD work. I just figure DE wouldn't want to mess with old content while trying to match new content to it, but I suppose anything's possible. I do very much like the look and feel of the ice mine tiles, though - a lot more so than the crashed ship tileset.
  6. Good. Items with a single incredibly boring farming activity being obtainable from more sources is a positive change, as far as I'm concerned.
  7. If the Railjack Ice Mine tiles are any indication, that's the route DE were experimenting with. Instead of a crashed ship, turn it into underground ice tunnels and facilities. Would have worked pretty well, if they'd gone through with it. Given the time gap since then, though, any new Ice Planet tileset changes would like have to start from scratch and disregard those old tiles.
  8. Honestly, JUST being able to order pets to hold fire (or better yet, temporarily put them away) would solve the majority of the pet AI issues. It won't be a complete or elegant fix, but it should at least be doable. So here's a thought: Give me a gear item which causes my pet to disappear until I use it again.
  9. Corpus Ship (the one which got remastered during the Dealock Protocol) is THE original tileset which shipped with Warframe back in 2013. Everything else came after. It's in all the promo materials, going as far back as the original prototypes featuring Gabriel Tenno - a guy in the Excalibur armour suit. Corpus Ice Planet (what you called Crashed Corpus Ship) and Corpus Outpost (the other planetside Corpus tileset) are both derivative of Corpus Ship. As is Infested Ship (the Eris tileset), actually. DE remastered both Corpus Gas City and Corpus Ship because they were the game's oldest tilesets. I'm just hoping they finish the job :)
  10. Yup. Funny thing about Neverwinter is it's essentially a highly-evolved City of Heroes, in concept if not necessarily under-the-hood engine. Cryptic Studios pioneered a system that games still refuse to learn from in Sidekicks - the ability to level-scale low-level players so they can play with their high-level friends. Neverwinter is essentially level-scaled across the board for all players in a party. And yet we still get games like The Division where I can't introduce friends to a game where I have 2 million armour and they have maybe 10K. Or indeed Warframe, where I'm so hilariously overpowered that my mere existence in low-level content upsets the experience. I'm honestly not sure if Cryptic even exist any more. Seems like those games got passed around and turned into mobile cashgrab nightmares, but I'm not speaking from solid information.
  11. To be fair, Champions was pretty much doomed the moment Marvel pulled out of the project, forcing Cryptic to scramble for another IP to slap onto it last-minute. And even then, they only survived by selling City of Heroes back to NCsoft just to stay afloat. Champions didn't last long, but last I heard the studio is still doing... Well, its games still exist. Star Trek Online and Neverwinter are still playable. Well, that's good to hear, at the very least. There's been this trend in online co-op games of late where solo play and small team play just isn't supported. Either higher difficulties are completely impossible without a full team (like with Aliens: Fireteam Elite) or the game straight-up doesn't give you the option (like Darktide and Payday 3). And it's not like I refuse to do multiplayer with Pubbies - just got done with a run on the Citrine mission in a Pubbie group. But for that to be my only experience is just a hard pass. Sometimes random strangers on the Internet are great, sometimes they're terrible and I don't feel like rolling those dice every time.
  12. Try Nereid on Neptune. That's a Corpus Ice Planet Spy and will have the legacy Corpus Ship Spy Vaults. Originally, all of the Corpus tilesets shared the same Spy Vaults, including Jupiter. The Jupiter remaster which shipped with the Jovian Concord radically changed not just the art style, but the entire look and feel of the tileset, including creating brand new Spy Vaults for which no precedent existed. By contrast, the Corpus Ship remaster which shipped with the Deadlock Protocol tried to stay much closer to the original layouts, creating another new set of Spy vaults which stuck very close to the original designs. Every Corpus Tileset still in the game which isn't Jupiter or Corpus Ship still uses the old Corpus Ship Spy Vaults.
  13. I don't intend to have strong opinions on a game I haven't played, but it's worth pointing out - none of what you described here is unique or even distinct about Warframe. You just cited "four player co-op" as a Warframe thing, when it's quite literally an entire genre with the likes of Payday, Vermintide, Darktide, Deep Rock and that's just off the top of my head. Warframe's "character set up" isn't unique to this game, either. It's standard MOBA architecture, which technically dates as far back as RTS before it. You're describing a Hero Shooter. Warframe's modding system is about the only truly unique aspect I see here, because I've not seen it anywhere else. And honestly... It's not exactly great in THIS game, to begin with. Actually, Warframe's modding system is probably the single greatest source of balance and power creep issues the game has, producing an experience of narrow cookie-cutter builds and little actual variety. Obviously, a brand new game can just... not make the same obvious mistakes DE did, like not setting damage buff numbers in the hundreds of percent or making multiple types of multiplicative damage bonuses. I'm not sure that's a sound position to take at this juncture. Assuming that developers will drastically improve on player feedback from a Beta strikes me as a fool's errand. How many times has this happened now? Andromeda/Anthem, Fallout 76, Darktide, Payday 3 and that's just... Overwatch 2! And that's just off the top of my head. I've heard almost these exact words so many times now. "Overwatch PvE is done. They're just testing new PvP changes. It'll be in the Live game." "Darktide solo play is already in the game. They just disabled it for the server stress test Beta." "Payday 3's terrible servers are just because it's a Beta. They'll work fine in the Live release." Obviously, I don't want to claim that Nexon will fail to deliver on their promises. I'm just saying that the odds are drastically in favour of them failing to do so. *edit* And just for the record, I just got a strong sense of Deja Vu with this post. I remember way back in the day when Champions Online was being announced, how people kept extolling it as the "City of Heroes" killer. It would have everything we City of Heroes players had been asking for, but never got. It would be awesome! Only for the game to release and be revealed as a hollow mess. It DID have all of those promised new features... but lacked essentially everything else that made City of Heroes good. Does The First Descendent even support solo/offline play?
  14. Agreed. I've wanted to see this pretty much since the Shard system was announced. In fact, I'd suggest dropping the "Tauforged" terminology entirely and just going with Arcane levelling. 5 levels of Shards, upgrade up a level at the cost of "previous level + 1", with a starting cost of 2 at level 1. So 1 + 2 + 3 + 4 + 5 + 6 for a total of 21 to max level.
  15. I had a look at The First Descendent, and so far I'm no seeing anything all that impressive about it. It has a grappling hook, to be sure, but beyond that it seems like a walking shooter. That's not BAD, mind you, but I don't see it as a "Warframe-killer" any more than Destiny is. It's just a different sort of game. It's also VERY Korean-looking. I could tell it's a Korean studio just from the trailers. Again, that's not necessarily a BAD thing, but I hate that art style. To me, it genuinely looked like Tera with guns and power armour.
  16. This has always bothered me, as well. From what I understand, the Orokin Tower tileset was added before the Grineer hack was even a thing, so the entire game used the Corpus hack, instead. Personally, I'd like to see a version of the hack from The Sacrifice instituted to replace the Corpus hack in Orokin-themed tilesets.
  17. Yikes. That's a terrible idea, and I don't say this to be a $&*^. Increasing the cost of progress by a factor of 10 isn't even remotely worth removing the daily caps, as that would make progress even slower. Not just that, but it would turn it from a "daily" thing into a massive, uncompromising grindwall. Currently, I can max out a Syndicate across a week or two with fairly minimal grinding while doing other things. With your proposal, my time to max out a Syndicate increases as I'm definitely NOT doing 10 times the grinding per day, while at the same time becoming massively more tedious. That's not a good trade at all. Daily caps are fine. In practice, they exist to slow the rate at which players consume content and so artificially extend "engagement". However, they still also have the knock-on effect of protecting players from themselves by simply NOT letting us grind for 8 hours.
  18. Warframe is essentially a gobbledygook game. I think we're way too far down that particular rabbit hole to turn around now. Especially when Rebecca and Steve Sinclaire have historically joked about how bad the name of the "Snipetron" is and vowed to make up new names for everything. I personally joke about how long it took me as a new player before I could tell my Endo from my Tenno. With that said, though - earning Stella is just funny.
  19. Slightly off-topic, but I spent some time farming for Lanthorns with a friend of mine the other day and this came up: Let me pick a resource that I'm trying to get, and force the game to waypoint any drops of that resource on the map. This way, we can ensure that I don't miss any in the heat of combat. I'm absolutely not opposed to having an in-game notepad. That should be easy to make and take up little memory. Worse come to worst, make it local to the current machine. I would, however, like to see more directed organisation systems. Being able to tag things I want to make and automatically get a collated list of all resources required would be nice. Maybe even a list of where to get each thing.
  20. Mutalist Alad V is a complete mess as it stands. Apparently, most of his story happened off-screen in events which are no longer available, taking him from a Corpus director to a mutated monstrosity. We take out Mutalist Alad V and he's presumed dead, up until he turns up as a helper NPC in The Second Dream. ... Except the Second Dream happens long before players reach Eris, so we experience his story backwards and it makes no sense. Yes, I agree. Story-heavy events need to be redesigned into proper quests. It would help with the massive story drought as players progress towards Uranus to start the actual plot.
  21. It's the same Spy Vaults either way, which is how they stayed in the game despite the remaster of the Corpus Ship tileset that they were originally from. Agreed. Europa (AKA Ice Planet) is the one I want to see remastered the most because it's easily the worst tileset for me. Not only can you get caught on practically everything, but it just looks like ass. All of the assets are old and low-fidelity, they're distributed haphazardly in ways that make it look like a fan mod and the lighting is all sorts of busted in many places. I guess that last one MIGHT be addressed whenever DE move forward with the dynamic lighting system they've been talking about for years, but currently it just looks bad. I do agree that Eris also needs an update for similar reasons. At least that seems to have been made to a higher standard visually, though. It's still confusing and cluttered, but doesn't seem to have been constructed from mashing props together... to quite the same extent as Ice Planet.
  22. If you're referring to my OP, then no. It relies on past experience. Jupiter and Corpus Ships were ground-up remakes of the older tilesets, and we've not seen anything like that since. Doesn't mean we'll never see any new tilesets, but we haven't and I'm wondering why that is. Corpus Planet and Ice Planet both still use the legacy Corpus Ship Spy Vaults. This is one of the reasons I'd like to see both of them redesigned, along with the Infested Corpus Ship tileset. There are a lot of remnants of legacy Corpus designs which were outdated as of Fortuna but are still in the game.
  23. Yup. We got *100 blueprints for a lot of the other basics. Makes sense to have one for Air Support Charges. I mean, DE have basically abandoned that system by this point, but it would still be nice.
  24. It just seemed like they were on a roll. First Jupiter, then Corpus Ship, then glimpses from Ice Planet... then nothing. This was also around the time when DE's schedule was falling apart, Railjack languished unfinished (and still does), etc. It feels like either the game got significantly downsized/restructured, or else the people pushing for some of these higher-cost things just left. We were going to get Pets 2.0 for 3 years, then the guy in charge of it left. We were going to get a complete overhaul of damage types, as field-tested in Railjack. DE just quietly patched out the new damage types and stopped talking about it. Scott McGregor talked about rebalancing combat to retain the power fantasy but stop breaking the game. Then he left and none of it happened. For a while, I'd honestly given up on Warframe because it felt like it was sitting in Maintenance Mode. New content turned up occasionally, but old systems were never touched. The major health/armour/shields/shield gate redesign was VERY welcome. I'm really hoping we go back to having occasional "Warframe: Revisited" updates like we used to for a while. That depends on the tileset. The Kuva Fortress has a really creative art style and still holds up quite well in terms of fidelity. It can be a bit "janky" with parkour in places, but overall works pretty well. Can't say the same about Grineer Galleon, though. That's obviously and very tangibly dated - low-res textures, low-poly meshes. Grineer Asteroid is ever worse. On top of being low-fidelity, it also looks like ass. It doesn't have the "thrown-together" charm of the Grineer Points of Interest in Railjack Skirmish, it doesn't have high-concept Brazil/Kindzadza charm of the Kuva Fortress or even the cool vistas of Grineer Shipyard. It barely even "feels" like a Grineer place. That definitely needs an update, in my opinion. I don't expect ALL of the tilesets to be remastered perpetually. Would be nice to get at least the oldest, least memorable, least impressive tilesets remastered, at least. I see, thank you :) Yeah, that definitely looks like remastered Infested graphics. I hope it's a full tileset, and just a few rooms from some new game mode. Infested Corpus Ship is a very cool idea, but the execution definitely needs an update. On top of bringing it in-line with modern Corpus ship designs, it needs to be made less confusing to navigate, as well. Less crawling through narrow gaps between indistinct masses of flesh. I get that it's thematic for the Infestation, but usability does still need to be considered.
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