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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. 15 hours ago, Jax_Cavalera said:

    1. (Concern) clunky multi-mode abilities. (Fix) take 2 mine mode sounds like more than enough on it's own.. just make it a sticky mine so it could be on ally or boss drawing mobs to the target.

    My decision to make a grenade mode as well spawns from vaubans lack of aggressive options in his current form. Many reworks stick with this trend and focus heavily on his defensive options. The three modes are meant for three different opportunities of playstyle- Mine is for extra defensiveness- Grenade is for damaging groups and reducing defenses- allowing you and your team to kill them more easily- Seeker is a more tactile option for seeking out enemies you cannot see- allowing vauban to remain at a location while his seeker takes care of enemies out of his line of sight- while i agree multi mode is generally clunky at least with current minelayer i dont see the problem with this- set up mines before the start of a wave or keep it hovered on grenade mode during offensive missions- seeker is not necessarily necessary and just having mine and grenade works- just switching between two already reduces clunkiness

  2. On 2019-07-28 at 5:02 AM, Enchillado said:

    When Nyx is targeting a stunned enemy for 1 second without attacking them, she convinces them to fight on her side. Limited to one servant at a time

    This seems a little wierd. targeting by aiming is strange and if several stunned enemies are in a group and you try to control the heavy unit you might accidentally get the wrong one. What if Nyx's finisher or stealth kill was replaced by an animation to mind control the target making them draw aggro and fight for you. 

  3. 15 hours ago, Jax_Cavalera said:

    (Concern) vauban is more a mechanic than sorcerer..(fix) Have it as an aoe that deploys from a throwable nade releasing nano-bots that temp add those fx to ally n vaub if in range.

    Or create a cloud of said nanites originating from vaubans position- 

    • Like 1
  4. 13 hours ago, Jax_Cavalera said:

    I was more so hoping vortex would be put back in based on my posted feedback 😛

    Ive incorporated vortex's function more- please have a look and give me your opinion.

  5. 3 minutes ago, zhellon said:

    But you know what I think. Modular wings. If they really have fun abilities, then we simply won't be able to use them, because even with Empyrean, 70% of missions aren't available to archwing. And no, I don't want skywing given on all missions because in skywing I can't use archwing weapons and mobs can easily knock me off the wings if the space is narrow enough. And the ability of skywing for some reason is significantly weaker than the ability of archwing.

    I believe de was talkling about modular archwing. If they grant abilities it might not be good to put it on razorwing because it would be wierd in a confined tile set. Its ok in open worlds and in space because there is space for the abilities to be used.

  6. 2 hours ago, zhellon said:

    This is because archwing doesn't have a great combination of mods.Although I think, they have to give the players the opportunity to choose between light gear normal mode, where you can take 3 kinds of weapons and a hard archwing equipment , which allows the possibility of only 2 types of weapons.Then it will make more sense to develop and create more types of heavy weapons.At the moment, there is very little choice.

    Archwing mods are limited and because of clunkiness many people intentionally avoid archwing missions- not to mention needing to use an archwing launcher to use razorwing would be a pain. Not to mention currently archwing launchers only work in open worlds for a reason. They would have to make an exception for titania which could be problematic for programers

  7. 2 hours ago, zhellon said:

    Well, I thought about how to use bulletjump for active and off  razorwing, but it seems difficult for most players and will make normal mode more limited. I would prefer that razorwing be used permanently as the main mode, and the normal form is only when we try to interact with anything. This will require a separate mission entry and exit animation for Titania, but they still have to work with it. The more I play Titania, the more I realize that her normal form is simply not needed.

    Her normal form really isn't. The only reason to really exit razorwing is to interact with objects which is kinda dumb. Having to exit the mode that gives you your survivability so you can interact with something necessary is the #1 reason you die as Titania. Even if you spellbind all current nearby enemies or make a lantern the lantern could drift off and new enemies can always come or attack from a distance.

  8. 1 hour ago, zhellon said:

    You're talking about normal mode for Titania, but does anyone want to play Titania outside of archwing?

    More so people want to be able to use normal weapons in archwing 

  9. 7 hours ago, Jax_Cavalera said:

    I was more so hoping vortex would be put back in based on my posted feedback 😛

    Ill see what i can do with vortex. I'd like to incorporate it more as well

  10. 13 minutes ago, Lancars said:

    Well it's just a thought. Not many engineer/technical frames with a good utility that isn't hard CC or nuke.

    Heck i'd like a frame that could place down a device and change its function on the fly without having to redeploy that provides buffs and other assorted things. maybe it can even go in attack mode.

    Thats a lot of things for 1 ability. buffs, ammo, misc, plus an attack mode- i can understand a drone that sticks with someone and provides them with defenses or a buff like a sentinal but thats a lot of things packed into one ability- how would you manage its different modes while its deployed. What would its range be, it cant be infinite since it has to be destructable and if it was infinite someone could plop it down at cetus gates where there are very few enemies and get buffs from the other side of the map- fortuna to.

  11. 2 hours ago, (PS4)boilerhogbc said:

    You can check your foundry ANY TIME which is the best QOL idea.

    Yeah its nice. But if im actually PLAYING the game i cant log into the app. I tried. If i can check and update my foundry queue while im in the middle of games it would be a lot nicer then waiting till the end of a potentially long drawn out mission or leaving early, skimping out on rewards, and having to restart the mission. Not only is that annoying its also 3 loading screens to enter a game, leav the game early, and get back in the game

  12. 2 hours ago, Naneel said:

    I think one thing DE needs to make clear for themselves is if her 4th Ability should be an Exalted weapon or Archwing. It was advertised as an Archwing but feels more like the first with the drawbacks of the latter. And to top it off they added her survivability to it, so she practically can't survive outside of Razorwing.

    Best would be to unpack her 4th Ability and make her viable outside of Razorwing. Maybe just take her Exalted weapons and turn them into normal weapons making them her signature weapons.

    The idea of packaging her archwing and weapons as two seperate abilities has been tossed amoungst the community a good bit. If you want survival outside razorwing then with the mesmer skin like ability i've detailed you could exchange an ability for a razorfly summon in standard mode. I toyed around with the thought of having the 2 an ability that can summon razorflies in your normal mode and keep them around you or direct them at a target for dmg, or at a spellbound enemy to make them a lantern.

  13. 1 hour ago, (PS4)guzmantt1977 said:

    Still the same, but if you are playing the game, then it's not a problem to just go to the foundry between missions, and you won't need the app. If you're not playing the game that's when you would need a way to do stuff in the game that you're not actively playing. 

     

    You see? 

    Yes i see. I understand its not a massive deal. Thats why its a qol change. Quality Of Life. Its just convenient, especially if your in the middle of idk an hour long survival mission

  14. 57 minutes ago, Lancars said:

    That may be true but it doesn't hurt if someone wants to have a weapon that burns through ammo and still have something thats trickling ammo to them or into their magazine. Maybe people will end up building for mag size on some weapons cause of it. And they don't have to pop ammo restores to do so.

    I dont feel like an ability should be burned to make ammo trickle so mabye incorporating a passive that gives teammates within your affinity range bonus ammo and ammo conversion from drops or else generate a small amount of ammo overtime

  15. 1 hour ago, Grizmoore said:

    The big reason I think that grenades would be a bit better than traps is overall feel, for example in game if the tesla mines as they are now simply exploded in a large radius dealing electricity damage it would have a much better overall feel than the mine it is with a small proc. 

    In my own concept I discussed having a cycle ability but rather then have different types of grenades its a device with very similar mechanics but can be cycled to deploy as a mine, grenade, or seeker form, with slightly different mechanics for each

  16. 50 minutes ago, Phaeronimus said:

    Oii boii,fishing for that feedback aren't we? 😄
    I don't know about you,but I would be a little embarrassed of promoting my own rework on someone else's thread.

     

    I know i feel a bit embarassed and rude doing it cause it pulls from other content creators. I really just want to know what you think so i can improve my own concepts

  17. 2 hours ago, (XB1)ShadowBlood89 said:

    then use the dam app as its quick an easy to use or do you hate that someone responded with a simple soultion

    DO you really not get it. If im on my pc in a mission why would i watch two screens at once. Its just a qol change

  18. 28 minutes ago, (PS4)boilerhogbc said:

    Yeah, if someone is building that many things, the app would be a better place to go.  Get a tablet or something if you want a bigger screen to look at it all on.

     

    The problem isn't screen size. Its availability. Why would i juggle 2 screens if it could all be on the one i'm playing on

  19. 1 hour ago, Lancars said:

    I think DE needs to think outside the box with the Vauban rework. Add more utility that he and the other tenno can benefit. Stuff like being able to supply ammo to the team slightly. It would still be faster to go out and get ammo but it would be nice to have an ammo trickle.

    How about a deployable that makes reloading faster or fills a 10% of your magazine every 2 seconds or so while you stand in it.

    Maybe a shield refilling item that does it in bursts. Not to much. Small scale amount.

    Loads of ideas out there to explore. Make him feel like the engineering frame they wanted.

    Ive seen the idea thrown around a lot but we already have gear for that, relatively easy to obtain that can restore ammo, energy, health, shields

  20. 8 minutes ago, (PS4)guzmantt1977 said:

    There's an app for that. 

    True enough but if im in a mission i dont want to be on my phone now do i- The app is for when your not on your main console/pc and your going about your daily life. This is qol for when you are playing in a long mission and dont want to leave early 

  21. 34 minutes ago, Azamagon said:

    And as promised, here's my more thorough response!

     

    Passive - Simple passive that hints at him comboing abilities with weapon useage. I like it!

     

    Minelayer - Before I go into the specifics, I just wanna begin to say; I don't like the cycle mechanic on anyone other than on Ivara (since she has her kit built around it, with instacast of her 1st chosen ability on altfire when her Artemis Bow is equipped, and she further has stealth to take her time to fiddle with the cycling rather safely). However, as much as I dislike it and would prefer him to not have any cycling at all, since you've made a very tanky revamp of Vauban I think it could still potentially work.

    On to the specifics:

    I like the general tweaks, and I particularly like the homing effect. Just to toss it out there (puns!), an alternative (maybe an augment?) could be that his Minelayer is deployed more like Seeker's latcher mines, rolling on the floor to seek out enemies.

    Tesla -> First question: The purpose of this ability is light damage with some potentical continuous crowd control, yes? To me, that still sounds a bit on the weak side, even if it does certainly sound better. On its own, it might be meager, but I guess with its other synergies (Reinforce to duplicate, then Barricade to carry them all with you), it might be quite a decent tool

    Repulse -> Very interesting, definitely better than Bounce, no doubt. Some CC and survivability, in intervals. Neat. However, considering Reinforce/Barricade (in regards to survivability) or Bastille (in regards to CC), I could totally live without this skill though, with no need to replace it with anything. Better to trim the fat, if you know what I mean? I mean, sure, Bastille can "only" place 4 of them at once and Barricade only 1 (yes?), so Repulse could add some more CC-chokepoints... but I feel that feels kinda niched and superfluous.

    Shred -> Much better, thumbs up.

    Concuss -> Slight improvements to one of his best Minelayer abilites. Nothing to complain about here.

    So, overall, you've got some neat tools to play with here. But it still keeps my main gripe; The cycling mechanic and the clunkiness that comes with it. Shred and Concuss are good for their debuffs, but I'd suggest to combine them (especially when Shred is kinda useless against Infested and Corpus)? Tesla is fun I guess, and has some ranged CC-value, but I could honestly see it scrapped too (50/50 for me, really). Repulse, as already talked about above, feels a bit pointless though. If there'd just be Tesla and Shred (Tesla on tap, Shred on holdcast, for example), I think it would be a much better streamlined ability.

    Now don't get me wrong, I really do like the various tools you've provided here, but the cycling mechanic is just so darn tedious to hassle with. If the various abilities (at least Tesla, Shred and Concuss) could be distributed within the rest of the kit to the point of leaving a singular non-cycling ability here, that'd have my vote in a heartbeat.

     

    Now... on to the really GOOD stuff!

     

    Reinforce -> From the shieldregen and armorbuff alone, I already like this skill! Then, with the various skill synergies, it just gets better.

    Minelayer synergy -> Awesome duplication synergy! I do wish it could at least refresh the duration of secondary mines though, that'd really help with keeping his setups less tedious (considering the cycling mechanic, that is - it wouldn't be something I'd suggest if he only had one or two minetypes on his first skill)

    Bastille synergy -> Since I'm more keen on Vortex than Bastille, I'm so glad you added this synergy! Question though; Is it a continuous suction-effect (more akin to Vortex - dragging in newly enterred enemies and all that), or is it just a one-and-done vaccuum (more like Larva?). From your note on carrying Bastille, it sounds like the former, but I just wanna be sure.

    Barricade synergy -> Combining the two tankskills sounds delicious, hehe.

    Overall, a really cool skill. Complete thumbs up from me!

     

    Bastille -> Overall, nice improvements and synergies, but I have to ask about the carried Bastille; How will it interact, CC-wise, with enemies? Will they be dragged along, or will they stay in their spot (so, if you move far enough away from the enemy, it will be let go)?

    I'd almost urge to reduce the amount of Bastilles allowed to be placed at once to just one or two at (which would give Tesla (and Repulse?) better CC-value, if nothing else), but then removing the target-cap along with it. That would likely work better with the carry-function, if nothing else.

     

    Barricade -> Gotta love this tankiness and "mobile bunker" kind of feeling (further helped due to the projectile speed bonus). I like this skill through and through, as well as all of its synergies and interactions with the other skills. Top notch! ^_^

    Only thing I'd suggest is; When he carries the Barricade on him, how about making it always set to a rather small size, regardless of range mods. Then when deployed in a stationary fashion, it could then resize and adapt to your range modding. What do you think of this change? I suggest this, because I feel it would likely look a little silly to walk around with an enormous protective orb (max range modding considered), is all.

     

    Overall verdict; Massive improvement, and a kit that sounds like a lot of fun! I really like the tanky approach (Vauban looks like the kind of guy that'd fit that role, imo), in particular. While some small tweaks could potentially be done here and there, I'd LOVE to play this version of Vauban, no doubt!

     

    TL;DR of my tweak suggestions:

    Minelayer - Tap for Tesla, Hold for Shred (And Shred is merged with Concuss) to streamline the ability as much as possible.

    Reinforce - No changes. It's great!

    Bastille - Reduce allowed Bastilles to just one or two, but also remove target cap.

    Barricade - Make it have a set size when carried (while deployed has a bigger size, affected by range mods).

    Your responses are well thought out and excellent. If you have i would love if you could view my own vauban concept rework and if you like my Titania concept. I would love more feedback to help improve my concepts.

  22. It occured to me after entering a mission and then recieving a notification for a finished foundry item that warframe could use remote foundry management as a qol add on. Even just in cetus or fortuna where you can edit your arsenal before you exit, but being able to remotely claim and start new foundry building before you go out or while your in missions so you dont have to wait till the end of your mission or abort it. Or in the most annoying case have to leave the town segment immediatly after entering it in case you want to claim something right away

    • Like 1
  23. 26 minutes ago, Phaeronimus said:

    I prefer PsiWarp rework,no hard feelings.

    None taken. Honesty appreciated. What didnt you like about it. I'd love to take your feedback into account when i next update the page

  24. A concept I had a bit after the plains release but never bothered releasing but I'm finally getting around to it now. The Dirigia Colony is an idea i had for somewhere deserter grineer might live if they dont want to join the Steel Meridean and don't feel safe anywhere else. The Dirigia Colony is as it sounds. Stylized in a similar way to the Diriga the Dirigia Colony is a Dirigible city, a blimp city if you will. Which floats its way over the oceans of earth, fishing in the seas, and only docking to trade with ostrons or collect other resources from the land. We havent yet had a real grineer city. TO introduce the city I think it could be seen on the horizon of Cetus get closer every week till it docks and you can enter it. There could be missions to defend it from grineer forces attempting to eradicate the traitors which would probably change based on where the Colony was at the time. It will move around the oceans of Earth but occasionaly dock in cetus or in The Wild(ill explain that in a bit). Perhaps they would offer discounted grineer tech like detonite injectors. Potentially primary weapons or even archwing if the devs see fit. Now, about "The Wild" the wild is an open world expansion of sorts that will be available with the discovery of the colony. Think of it like this,- On the other side of earth, in the area that we would refer to as the americas exists The Wild. An expanse of forests, jungles, and plains yet to be tamed or exploited by the grineer. Its wide range of aggresive and highly evolved creatures has kept them at bay. In the wilds your main enemy will not be the grineer faction though they will have small outposts, instead the wild is a place to collect exotic resources, much of the wildlife is highly aggresive and the infested have taken hold in certain places, giving opportunities for never before seen infested wildlife. As for story I like this idea. Among these planes, Mountains, and forests exist a collection of tribes. They learned to survive and thrive in the wild through the help of The Wanderer, to them a spirit of great power(though each believe tin their own version). To you, a warframe lost to time. A tribal wanderer lost in the expanse. There are three tribes. One are riders and exceptional with the tenno bow art. Another focused with martial weaponry, fighting alongside their Wild wolf kubrows, their fighting styles the warped tribal versions of the tenno sword art once taught to them long ago, The third are more diplomatical and "sophisticated", more like the people of cetus, however they will not hesitate to send their deadly assasins after any who oppose them. These three tribes have standing with eachother and you and it is your job(main quest line time) to help them realize that the spirit they all worship is one and the same, maneuvering them to avoid war and help piece together the story and whereabouts of the lost nomad frame. I will make another fan concept about said frame soon enough(unless i already have and i've forgotten). Until then I encourage any who liked this to wildly speculate, come up with your own concepts, and share them in this thread. I'd love to see what you think and can come up with😛

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