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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. 20 minutes ago, Xenox_Ilz-ot said:

    Opposite for me, controllers are not accurate enough & it's too slow to turn the camera, while with a keyboard I got as many options as I got keys, & yes, I remember what every single one do, all 115 of them

    Oh I understand that controllers are not accurate. Mouse is definitely better but like the format and grip of a controller. I actually use a razer wolverine controller which has two extra bumpers and 4 triggers on the bottom that can be bonded to any of the buttons. (Makes it easier to jump while aiming at the same time)

  2. 56 minutes ago, Xenox_Ilz-ot said:

    Are you really looking at your frame every single time after shooting one group of enemies? No, I've bound F1 to equip my synthesis scanner, it's quick & with just one press of a button.

    Plus, in a game like warfame you need to be constantly moving, even a little, so I doubt you'll see much of your animations, by that time you can already press your button to equip a scanner

    You do have a point, but I do look at my warframe when the dust settles. Seeing my frame with it's unique animations (especially with wisp). After all, what do you think fashion frame is for? By your logic, it is a waste of time making your frame look good and unique. (It's the closest thing I have to an end game for crying out loud)

    Also, I play on xbox. I do not have a keyboard that connects to my console nor do I play with mouse and keyboard as I find it awkward and clunky. 

  3. It would be awesome if they was an option to use the unarmed animation sets in levels so you can see your frame do that whenever regardless if they have a gun or melee weapon out.

    For the weapons, you could have an option to use the unarmed idle pose and animation with the weapon only being shown while attacking. Would make for great fashion frame in missions and could allow us to see this creative work without having to jump through hoops

  4. I just want wisp to be able to float when idle with melee and while running with melee. When she attacks, she can go back to default movement and then go back to floating again when done. Heck  I would even be fine if she doesn't have an idle animation for melee if they did this. Better than not being able to float with melee out.

    They also could just give the option to use the unarmed idle set when melee is equipped. Would definitely be fine with it. 

  5. I agree with the OP. It bothers me so much that melee still uses default animations. Granted the other posts make good points about the work.

    I would honestly be fine with it if they shipped those out in parts (starting with excalibur umbra, wisp and garuda). They could actually start with the easiest ones such as sparing and fists (majority of them would just be using the animations sets and adding the sparing and fist weapons onto them).

    Heck, I would be completely fine with them making the idle poses and stopping there (except for wisp which requires replacing her walk with the custom floating movement they made).

    So long as melee eventually gets some animations to use besides default. 

    • Like 2
  6. So originally when I saw him, i was not thrilled with the current theme of the new frame and was not fond of his bottom half design.

    Then I realized that his look and first ability plus his alt mode reminded me of interceptor from anthem (say what you want about the game, but interceptor was very fun to jump around and attack with)

    Maybe DE will take notes from the interceptor's abilities and may be give running man the ability to fly and triple jump.

    Or I am putting my expectations too high and gonna have to wait for kirb.... I mean oni!

    • Like 1
  7. 4 hours ago, Xavori said:

    3. Breach Surge.  This is another brain-required ability.  At first glance, it kinda looks like Saryn's spores in a lower damage and slightly RNG'd form.  Hell, it synergizes amazingly well with Saryn as Saryn's spore damage will proc Surge sparks which will proc Saryn's spores which will proc sparks, and you see where this is going, right?  Same thing with Garuda's bleeds which is how I accidentally discovered this synergy when I ran into a Garuda on a defense map and we kept killing all the things.  Heck, you can multiproc yourself using the shiny new Cyanex.  So far so good.

    But then you run into the problem with Warframe as a game.  For whatever reason, DE keeps forgetting that this game is Warframe and not Generic 3rd Person Shooter Game, and so they either wreck or make useless purely offensive abilities (as opposed to hybrid abilities like Titania's Razorwing or Mesa's Peacekeeper, or self-buffing offensive capable abilities like Mirage's Mirrors or that dragon-ish OP thing with all the colors).  If you try to proc Surge sparks using normal damage weapons against high level advanced enemies, you're utterly wasting your time.  Your pathetic sparks are not even an annoyance to a level 100 Grineer Bombard.  So don't do that.

    Where this ability is good, other than synergizing with Saryn or Garuda who don't worry about armor so much, is in using those big tough guys as an AoE to kill everything else via a hard hitting not-normally-AoE weapon.  Do you know what happens when you start proc'ing even 20k Rubico Prime shots?  You start spitting out sparcs that do 120k radiation damage (at 300 ability strength).  This is especially fun with things like her signature Fulmin which has a wide enough beam in semi-auto to hit multiple targets to spit out multiple sparcs.  Room cleared other than prolly the advanced critters.

    Oh, ya, this also blinds enemies giving you the stealth damage bonus, but not finishers.  So there is that too.

    to be honest, I think it would be better if wisp's 3 was more like Anthem's interceptor's wraith strike (Interceptor projects a ghost of itself that can warp up to 3 targets.)

     

    (skip to 2:19)

    It could be that it could warp to different enemies a certain number of times that is affected by ability strength. The ghost would have a large attack radius which means she only attacks enemies in the radius and can multi-hit enemies (example if the ghost has 10 warps but only 5 enemies are in range, enemies are attacked by ghost twice). If enemies were in radius but step out of range, the ghost will still warp to that enemy. can have a max of 3 ghosts active at a time. Additionally, if undetected by enemies, using the ghost would result in the ghost performing a finisher for those stealth runs.

    Also would be nice if the passive still worked when wall latching or wall running

     

    other ideas not worth looking at

    Spoiler

    2 ability

    -instead or holding button to make the specter go faster, holding button allows wisp to pin point exactly where to teleport (think Dead By Daylight's Nurse's blink and Over Watch's Reaper's shadow step)

    -specter's speed when holding button moved to tapping button

     

     

     

    whoops accidentally made a feed back post

    uhhhhhh.......

    Dab?

  8. Currently, I found less enjoyment with melee these days because there are less buttons to use for attacking now. I WAS excited for 3.0 cause I was under the impression they were going to add a heavy attack button so we can block, light attack and heavy attack. These changes prioritize streamlining over fun (a statement that should NEVER be associated with a gameplay mechanic that attracted people like me to the game).

    What they should do is:

    -bring back dedicated melee mode,

    -make it so you can cycle between primary, secondary and melee without having to hold the switch button,

    -increase the holster speed up to the point that the switch is instant

    -allow us to manually block again and then improve the blocking system to make it more interesting 

    -add a heavy attack button and bind it to the reload button (the button is able to interact and reload but does nothing when in melee mode so that should not be a problem)

    -provide a secondary fire button that gives weapons certain gimmicks (such as throwing the wolf sledgehammer, using soul swarm with the tatsu, etc.)

    These changes themselves will be just as quick as the current changes while improving on the fun factor for using melee rather than making it feel like a second feature to a shooter game (and believe me, I have had it with shooter games, otherwise I would not be playing this game)

  9. 3 hours ago, ShadowExodus said:

    It's understandable why they didn't do it because that would require a new animation rigging for all the different melee types just for one warframe. 

    They could just have her float while idling with melee weapon out (like she does with guns) and float while moving with melee weapon out. Then when she attacks, she defaults to the default animations for melee weapons. They do the exact same thing for primary and secondary (default animations used when ads or firing gun)

  10. Personally I don't really like the bottom half of the frames design. When I saw the teaser I was thinking it was going to be some sort of deus ex, infinity war iron man, form changer frame. While I can most likely roll with the theme as maybe he will be like interceptor from anthem, but I do not agree with how he looks. 

    His shoulders look very squished together, his skirt looks silly and too big and I do not like the small feet design. 

    Since he is gundam inspired, maybe his bottom half could be this instead?

    61HuGtsXxoL._SY741_.jpg

    I don't know what else to say. Right now, I am honestly disappointed with the reveal and how it is themed around going fast. It doesn't help that they still ignore the thread of melee feedback which does not like the current melee system. 

    Least the big boi frame looks interesting. 

  11. 18 hours ago, brimiste said:

    As of now Wisp is quite fun to play with, but could it be possible for her special floating animation to be used when having the melee weapon or the archgun out? It feels so weird to see her walking at these times.

    This 100000000% really sucks for those who prefer to mainly use melee weapons majority of the time. 

  12. 2 hours ago, EmberStar said:

    I wish she had custom animations for aiming and melee though.  I doubt it will happen (it's probably tricky to code, at best.)  But it would be nice.  She switches back to a normal melee walk as soon as you equip it, which looks a bit jarring compared to her normal glide.

    This 10000% it bothers me so much and feels like it would not be to unfair to have implemented. Do long as it is only when moving with melee weapon and goes to walking animation only while attacking with melee. Kinda like how wisp does not float while firing her guns or aim down sights.

  13. 3 minutes ago, VanFanel1980mx said:

    I could bet some platinum that wisp "has" feet joints, they are just not animated for obvious reasons, otherwise her idle postures would break any other frame if applied just like we do.

    Yeah I know. I'm honestly more salty about the fact that you can't even use animation sets when melee is selected. Let alone not use the floating animation for wisp at least. 

  14. I figured that would be the case unfortunately since wisp has no feet. But I still find it silly that they put all that effort to give wisp unique movement but did not bother to apply it when she has melee out. So either way if you love using melee only it won't matter. 😓

  15. 18 minutes ago, Birdframe_Prime said:

    It does, but then that's still another 24 odd animations to redo before her release for both her Noble and Agile animation sets.

    Yeah but at the same time, they did it for the entire set of both primary and secondary weapons which outnumber the melee weapons combined. Also it does not have to be before her release. Just let us know that they will work on it with the melee updates (which have been below average by the way).

  16. 10 hours ago, Birdframe_Prime said:

    DE use the exact same skeleton and animations throughout so as to have a simple library to reference when setting up the peer-to-peer sessions for playing the game. Doubling up every animation in the game doesn't really help with that, and it's why they haven't actually done this to any other frame in the first place.

    As for 'just changing the animation on the legs', yeah, no, that's not a thing. That's what I mean by 'doubling up' on the animations. These aren't live animations that you can adjust based on the positioning or specific frame, you would have to literally create a second animation for every single movement that is achieved in the Melee system. At a rough estimate that's... 73 stances, each with combos ranging from 3 to 6 moves (with some overlap, so call it 12 unique animations) making about 864 new animations there, plus weapon-type specific Air attacks (with some overlap let's call that 20 animations instead of 24), plus the regular animations such as Slams, Air Slams, Spin Attacks, Wall Attacks, Finishers for front and back for the different weapon types, Ground Finishers for the different weapon types...

    And this is on top of run, sprint, shoot (different kinds of shoot), access console, pick up object, revive team member... you're looking at easily over 1000 Animations that would need to be redone entirely for Wisp.

    It's genuinely not simple, my friend. I can't even accurately count the number of potential animations that would need to be redone and coded in to be used explicitly by Wisp. Even if you're discounting the basic movement ones.

    Again, this is why they haven't done it for any other frame previously.

    I may be misreading or I did not make my point clear (in which case my bad and I am sorry) but I am not asking for an animation set to effect stances or attacks. If wisp has a melee weapon out and is standing still, she should be floating as if she is holding a gun. Animation sets usually only give you different idle poses and animations when gun is out. Soon as you start running with gun or firing, it goes to default pose until the player stops moving. Once the player idles, it uses the chosen animation set again. That's what I want for melee weapons. I don't need nor want melee stances being affected by the selected animation set. That would be impossible and unreasonable. Wisp however, should be floating when running with melee out because she is able to do that with guns out. Obviously (not trying to sound obnoxious) when she performs an attack of any kind it should go to the default animations until she stops attack. Then, she floats around instead of running with the melee weapon out and gets to use the animation set selected while melee is out as well rather than having to switch back to gun mode. 

    Hope this helps clarify my ideas.

     

  17. Melee 3.0 was supposed to add more depth to warframe, not simplify it to the point where it feels secondary to even secondary weapons. Why could they not just give use a block, heavy attack and light attack? I did not need nor want the aim glide overriding all my melee weapons.

    If that does not rub salt in the wound, melee weapons STILL don't get to use noble/agile animation sets like primary and secondary weapons do. It is complete BS and is made worse when wisp uses a melee weapon and looks like a mime pretending to run in the air, cause that was definitely not why they made a CUSTOM animation set since she kinda has no feet to use to walk or run! Meanwhile primary and secondary have NO problems using animations sets. It annoys me so much.

    • Like 3
  18. 1 minute ago, Hex-Maniac said:

    i think its because putting line of code for primary,secondary,dual secondary, bow, ,kunai,spear, is easier and faster then code melee with all those stance/animation idle

    You think? I am no programmer, but I don't think switching out one idle pose/animation with another should be that hard if it is already possible with a gun. Also it just flat out feels like they are favoring the guns more then melee on purpose. For wisp, it would just need to change the animation for the legs at least to make it look like she is floating at least.

  19. I am kinda disappointment with the fact that DE has not made any changes or talked about the state of wisp. I know she is not out yet but do I need to remind people about what garuda looked like before she released. Additionally, the reason I worry is that once a frame is released on pc, beside some buffs or nerfs, that frame stays the way it is for months before it is even talked about.

    While at this point I don't have specific abilities to replace certain slots, I had certain abilities in mind that I was expecting to be part of her kit.

    -the ability to phase through walls or enemies while damaging enemies or stealing health and Armour

    -a more consistent form of invisibility. Such as maybe instead or her passive being invisible only when airborne, she can turn invisible when bullet jumping, when on a zip line, wall-running, dodging or just in general, parkouring in any shape or form with the invisibility lingering for a few seconds unless she performs an action like interacting or attacking. Another idea is that whenever she uses her powers, she becomes invisible until she attacks or interacts. (this is just my own opinion and i may be the unpopular opinion but the passive could have more leeway.) 

    -an ability that allows her to phase through walls or enemies like an actual ghost. when phasing through enemies, she could steal their health and armor and give it to herself with the health being permanent and the armor being temporary. would also allow her to phase though damage. (kinda like ghost from ant-man and the wasp https://www.youtube.com/watch?v=F-E5ZXYkmkg )

    -a way to control the specter from her 2 and allow for a more controlled teleport (kinda like reaper's shadow step from over-watch or nurse's blink from dead by daylight). would make it the first teleport that allows you to accurately teleport without needing portals, allies or enemies.

    -an ability that sends 1 or 3 specters at enemies and strikes multiple targets at once might be good damage ability (got that idea from Anthem's interceptor and it's wraith strike  https://www.youtube.com/watch?v=QTqvLxxJsuk   Skip to 2:19 on video  and a wiki link for more detail https://anthem.fandom.com/wiki/Wraith_Strike )

     

    I really don't like wisp's current state and hope that she gets a rework a few months from now. Even if I am one of the few that does not like the frame and the frame becomes popular, I am still bothered a lot by the fact that even though she floats when holding or running with the gun out, they STILL have not given the same treatment for melee. Why even bother with giving her a custom running animation if you don't even implement it when she has melee out. It is very inconsistent and drives me nuts. What happens when players use melee only? why bother with equipping an animation set. Is it really that hard to do it for melee? you guys did it for the guns but melee is where you draw the line? Really?

     

     

  20. So after trying out melee 2.9 for multiple sessions, I don't like melee 2.9 overall. Sure I like the directional slam, instantly fire my gun when I want to, but it feels like melee got gutted and harder to control.

    Here are the controls for melee 2.0 (xbox one style)

    B- attack

    RT- block/glide

    LT- channeling

    RS- secondary ability for melee

    Y- switch to primary or secondary fire

     

    Heres 2.9

    B- attack

    RS- channeling

    Y- switch to primary or secondary fire

     

    Melee 2.9 also seems to be slightly be more harder to control as I keep getting flung around when using certain stances or I get slowed down causing me to chase the enemies around in circles.

    I also, to put it lightly, really dislike the auto block. I also do not get the reasoning for gliding causing me to switch back to my shooter. We only need ONE button to switch back to our shooters, why would we need the gliding button to switch back to our other weapons when that should be where the blocking/ melee gliding button is? This change has already screwed over some of the exalted weapons and gutted the melee mode. 

    As it stands, I am very scared of the changes being made to melee down the road. The main thing that got me excited for 3.0 was for the addition of heavy attack. Now we have only ONE button to attack with.

    As for the visual effects changes, I feel like I can't see when using the weapons (though that may be my fault for using mirage's hall of mirrors while attacking with fragor prime.

    In the end, 2.9 has too many cons to justify the pros and just makes melee feel boring (melee is my favorite way of playing games so this is very bad for me)

     

    Now that I have given my feedback on the subject at hand, I would like to add some suggestions for improving melee in the future. For starters, Here's the layout for melee that I thought of:

    B- light attack

    X- Heavy attack

    LT- Block/counter attack

    RS- secondary melee ability

    This layout allows for more in depth combat and makes it more interesting. I also adds more depth and improves the melee system in general. Allow me to explain the reasons.

    BLOCKING 2.0

    keeping block as manual gives more control to the player, prevents unintended interruptions and allows for more added depth. 

    The first aspect of this would be add a stamina feature for block. More specifically, a bar that allows for all attacks to be blocked but can be slowly depleted based on the damaged blocked. Holding block use less stamina but does not send the bullets back (this block stance would have the player hold the weapon in one pose rather than swinging it around wildly). If block is spammed, the player can deflect damage back at a target depending on where the reticle is pointing at (animation for this blocking would be the same as now) at the cost of using more stamina. Once the stamina is depleted, the damage percentage of how much is blocked decreases to the minimum percentage based on weapons stats (for example, if a weapon damage resist is 60%, then that is the amount that can be blocked when bar is depleted) and the deflected bullet accuracy decreases. If a melee weapon strikes while blocking with depleted bar, either some damage will come through or will cause players to stagger.

    The second aspect to apply to block is a counter attack system. If player times a block just before a melee weapon strikes, the player will perform a counter animation dealing more damage depending on how quick the player reacts to the attack (if too early, nothing happens, if it is a 0.10 second away, 200% damage or something). Counter does not use up stamina bar.

    While blocking midair, players will glide which can help perform for high skilled bullet jumps and have an easier time aim for a slam attack.

    This upgrade block will make it much more interesting and will allow for more thoughtful combat. While they are not as likely to be use outside of some boss fights, counter might be good for a new enemy type with a different A.I. (but that is for another post).

    HEAVY ATTACK AND BUTTON LOCATION

    Adding a heavy attack button changes the normal attack button to light attack. As a result, players can chain this attacks together to allow for different results and make it less about button mashing one button all the time.

    Another benefit is that the more unique weapons like the gun-blade can have different attacks that make it more similar to DMC5 (which I know SOMEONE in particular will really appreciate). To specify, when using a gun-blade, light attack would have the player slashing with the blade part of the gun-blade (we can call it blade attack) and shoot with the gun part using the heavy attack button (call it gun attack). This remove the need to rely on using a stance or holding a charge attack to fire the gun-blade (rather than it either be mainly blade attacks of gun attacks).

    On the topic of charge attacks, you could give the light attack a light charge attack and heavy a heavy charge attack. 

     

    NEW STANDARD COMBO INPUTS

    back when melee 3.0 was talked about, it was mentioned that the team wanted to rework the stances to make it easier to remember the combos. With my ideas, this would be possible.

    here are some examples:

    reference: L=light attack, H=heavy attack, B=block

    -L,L,L

    -H,H,H

    -B+L,L,L

    -B+H,H,H

    -L,H,L,H

    -H,L,H,L

    -B+L,H,L,H

    -B+H,L,H,L

    You get the idea, the stances could be reworked with the combo inputs looking like this as a reference, allowing it to be universal across all stances. Most importantly, it will be using multiple buttons at once and allow more the removal of directional input, pause and charge combos. This makes it less mindless button mashing and more thoughtful combat.

    AS FOR DEVIL TRIGGER....

    an easy solution could be to add this mode to the ability menu along with transference (becoming ability 6) This way, not buttons need to be sacrificed to make room for this ability as long as it does not drain the energy pool.

    GAMES TO LOOK AT FOR MORE IDEAS

    since you guys seem to be getting some ideas for melee from DMC, I highly recommend looking out for the game-play reveal of star wars Jedi: fallen order as the combat style is supposedly "thoughtful combat" the video will most likely be revealed close to E3 time, but it could give you guys ideas on new combat with enemies that challenge players through skills instead of health, damage and quantity (a new different type of difficulty maybe?😏)

    EXTRA COSMETIC SUGGESTION

    since melee is being worked on, could we please add the ability to use the noble/agile animation sets for idle poses and animations. I could understand if it would be hard to add except for the fact that you literally did this exact thing for primary and secondary weapons. This not only makes the animations sets pointless for those who favor melee mode but makes it look like your playing favorites with primary and secondary (even though ninjas use melee more than they do guns). I am no programmer but I see no reason why the things done for the primary and secondary with the animations can't be done for melee. At most, the only extra animating that would need to be done would be for wisp and that is just moving her legs in a floating animation instead of a running one (your halfway there, no need to stop now). It weakens the fashion frame end game after all. 

    I apologize if I came off sounding rude but I really needed to get this off my chest.

     

    I hope my ideas will be helpful feedback to improve melee and make it a lot more fun in the future, hope you guys take my ideas into consideration.

    Thanks again! 😁

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