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Terridaks.

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Everything posted by Terridaks.

  1. The Conclave is at its best right now. Now that's some really interesting content. Want to play annihilation?
  2. Isn't that just a reskin of the operator?
  3. Ahaha, it's my turn to participate in the Inaros Rework Special Olympics! Passive(s): Undying - The revive meter is filled by 0.33% for every 1% of an enemy's combined health and shields removed. The revive meter is replenished not only by the siphon beam, but also by damage from Inaros' abilities and status effects to enemies within a 10 meter radius. Siphon beam deals 30+5% of Inaros max hp true damage/sec. Pharaoh's curseTM - Enemies killed by Inaros under the effects of his abilities have a 30% chance to rise as Sand Shadow. Sand Shadows only live for 10 seconds. Abilities: Desiccation - Blast enemies with a wave of cursed sand that blinds them and steals their health. Deals 100/150/200/250 puncture damage with force proc. Heals for 10/12/14/16 hp per enemy hit. No DoT. Killing desiccated enemies with melee finishers restores 20% of warframe's (allies can use it, too) maximum health. Requires no energy, instead consuming 12% of Inaros' current hp. Scarab swarm - Inaros sends a swarm of scarabs at the target to aid allies or harm enemies. If the target is an enemy, it takes 40/80/120/160 corrosive damage every second for 10/12/14/16 seconds. Initial infestation has a corrosive force proc. Status chance 30%, critical attack chance 15%. If the target is an ally, he gets a bonus 80/120/160/200 armor (Including Inaros himself and his Sand shadows). Negation Swarm drains 10% bonus armor for every stat effect blocked. Scarab Swarm can spread all of its effects to any unaffected allies and enemies within a 8 meter radius from a swarm host for 100% of its remaining duration. Requiers 50 energy. Sandstorm - Inaros turns into a whrilling storm. Deals 200-400/250-500/300-600/350-700 slash damage per second, depending on % of his lost hp. Inaros can use all of his abilities in this mode. The accuracy of enemies attacking targets inside Sandstorm is greatly reduced. Enemies inside the Sandstorm permanently receive a stagger effect. The status chance against blinded targets is greatly increased. Requires 25 energy points to activate and 10 points every second to maintain. Heaven's mandate - Inaros summon the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Overguard. When the ability is activated, Inaros begins transforming his health into Overguard. Pressing the ability button again will deactivate it instantly. The transformation factor is 1 hp = 2 points of Overguard. 10000 Overguard cap. Transformation rate is 10+1% hp per second. The transformation will stop if Inaros has only 5 hp left. Inaros stands still only for initial 1 sec animation. Each time an Overguard is destroyed, Inaros gains 0.5 sec invulnerability. Inaros can replenish health while the ability is active. Requires 25 points of energy to activate. P.S. God, I love synergy.
  4. Yes, a little topic about impressions. In short: The game has gotten better, but I don't want to farm anymore. Now for the details. First of all, I'm pleasantly surprised by the enemy additions and reworks. The old excimus, which harmed the player by the mere fact of their presence, caused me bouts of despondency. Nullifiers have become more interesting enemies, as there are additional ways to deal with them. Noxes and ghouls are also great additions to the enemy bestiary. The DE even added a grenade blast radius display. Very convinient. Players now spawn on missions with energy. Also nice. The open worlds are surprisingly detailed, I was even willing to put up with reputation farming if all those open worlds didn't resemble an endless survival mode. It's hard to get into open world exploration when there's constantly someone flying and shooting over you. The damage system remains nonsensical. You can make a flamethrower into a magneto-gas gun, but at least there is a much greater balance among status effects. The only things that look sad at all are the explosion and radiation. Although I was skeptical of the parazon because it duplicates the functionality of melee weapons in places, it proved to be a very useful addition to the game. Spheres of health and energy are not superfluous. I also appreciated a number of nice warframe and weapon reworks. I'm especially happy for the Flux Rifle. Previously, renewable ammo could only be dreamed of. But hey, Inaros rework. Where? Now for the less pleasant things. Lore of the game... oh, I prefer to pretend it doesn't exist. The operator still feels like a superfluous element, an extra under-warframe whose only unique feature is void damage. Does it need a whole separate entity for that? I still feel like it doesn't. I don't want to farm necramech and railjack. It's fun to use them for a while, but I don't want to spend so much time and resources building and improving them just to get a pass to a new quest. And what's that for? For the sake of yet another story with a plot twist along the lines of "What if you lose your superpowers?". And then I'll be told about the maturation of a character who had previously killed several thousand enemies, built a space dojo, and successfully completed a number of military operations? This ludo-narrative dissonance makes the gap between warframe and operator even wider. The revamping of the spy and sabotage missions once gave me hope that the game would start to give players more varied objectives than just killing enemies. Those hopes proved to be in vain. Almost all of the new mission types are infinite, and require players to do nothing but kill as fast and as many enemies as possible. As I expected, nukes rule the world. The DE even had to go for soft-nerf AOE weapons. Although, the reduction in maximum ammo was expected. Overall, there are still few problems in the game that a good nuke couldn't solve.
  5. Damage system Speaking of balance, with system 2.0 we got even more damage types, but there was an obvious imbalance among them right away. Why use puncture damage against armored targets when slash status ignores armor? Why use magnetic damage against shields when toxin status easily ignores shields? And so on. Things have gotten better over time, but there are still plenty of unclaimed damage types and status effects in the game. Impact, puncture, blast, and radiation offer questionable control, while many other status effects allow you to kill your opponent faster. And as we know, death is the best control. The system faces difficulties when it becomes necessary to limit the effectiveness of certain status effects. The only two extremes we have are either complete invulnerability to status effects or complete lack of protection. As a result, a heavy giga-unit is just as likely to get a status effect as a butcher from Mercury. Goals: · Minimize the randomness factor in DPS in favor of player skills; · Gain more tools to control status effects; · Emphasize specialization of each damage type with a suitable status effect; · Reduce the number of damage, health and defense types to the necessary minimum. Suggestions: Status mechanics: While it was possible to keep the probability system, I'd rather work with flat numbers. · Each unit has a certain number of resistance points to each status effect. · Enemy resistances grow much slower, than other stats. · As soon as the number of status resistance points for a particular effect drops to 0, the target receives the status effect. · As soon as the target receives a status effect, the resistance points are updated to their original number. · If the target has not taken enough status damage to trigger the effect, its resistance points are gradually restored. · Stat damage multiplier depends on targets armor, critical damage, and resistances to damage types. · Stat damage of each weapon or ability is divided in proportion to normal damage. Let’s take a Braton for example: 10 impact dmg. 14 puncture dmg. 12 stat dmg. means 5 impact stat dmg. and 7 puncture stat dmg. Crit mechanics: · No more crit hits. Weapons instead have a weak spot multiplier, generally x1.5. It will work on any body part with a damage multiplier > 1. Enemy heads usually have a x2 damage multiplier. · For melee weapons crit hits are replaced with finisher moves. Defense tactics: To better understand status effects, I'd like to elaborate on the defense mechanics available to players and AI. Barrier - a new type of defense inspired by Rhino's iron skin. Barrier is the essence of pure health points with no vulnerabilities or resistances. A barrier takes damage before shields. Units protected by the barrier are immune to status effects and have resistance against physical control effects: stun, knockdown and ragdoll have been replaced by stagger. Lifted has lower duration. Slow has lower efficiency. Stagger has no effect on units under barriers. Note: I know that DE did something similar with eximus. I understand the logic behind that decision, and yet in my paradigm barriers are not an innate defense mechanism, but are always the result of ability usage. Shields provide protection against some status effects. Their main strength is replenishment. The Corpus utilizes this feature particularly effectively. Under certain conditions, Corpus members can replenish more shields than you can destroy. Destructible body parts are a kind of partial barrier. Like a barrier, they prevent health damage, are characterized by pure health points, and are immune to status effects. They differ from barriers in that they only start taking damage when the shield is removed. Body part multipliers - used before armor, can both reduce and increase incoming damage and stat damage. Armor - reduces incoming damage and stat damage. Unlike the current armor formula, cannot increase incoming damage. Grineer main defense mechanism. There may also be body parts unprotected by armor, like Butchers heads. Innate Resistance - The resistances and vulnerabilities of a particular type of health points. Can both reduce and increase incoming damage. This defense mechanism is especially often used by Infested. Restoring health - the title speaks for itself. This defense mechanism is most often used by infested. Damage types and status effects: Now for the juicy part. Health points are divided into three types: · Shields (shields); · Flesh (flesh, cloned flesh, infested flesh, fossilized); · Machines (robotics, mechanized). Changed armor resistance formula to: Armor*Damage type resistance\Armor+300 = Armor damage reduction. Status effects: Bleed (slash) - when triggered, deals 20% slashing weapon damage + 5% of targets current hp as slashing damage to health for 6 seconds. Doesn't ignore armor, has no effect on shielded opponents. · Works the same way against players. Piercing (puncture) - when triggered, all incoming puncture damage to the target ignores armor and negative bodypart multipliers (makes them x1) for 3 seconds. · Works the same way against players. Concussion (impact) - when triggered, deals 50% of the weapon's impact damage as true damage to health or shields. Prevents shield replenishment by any means, including abilities for 2 seconds. Staggers unshielded targets. · Players don't get a stagger. Burning (heat) - when triggered, deals 30% weapons heat damage to shields or health every second for 5 seconds. Reduces enemies fire resistance for 3 seconds by 10%-50%. Causes unshielded enemies with flesh hp panic. · Multiple stacks of burning do not add up. Instead, each new stack updates the strongest burning DoT. · Damage increase has a ramp-up time when it first procs and a ramp downtime when the proc ends. Every 0.5 seconds after the initial proc, the enemy will take additional 15%, 30%, 40%, 50% fire damage. It will therefore take 2 seconds to reach the maximum damage increase. Proccing more heat status effects within this time frame will not speed up the damage increase process. · Players don't panic under effect of Burning. Superconductivity (electricity) - when triggered, immobilizes the target for 3 seconds. Deals 50% weapons electric damage within a 4 meter radius of the original target. · Players get stagger instead of a stun. Freeze (cold) – when triggered, reduces the target's speed by 50% for 6 seconds, and permanently reduces the target's current armor by 15%. · The slowing effect does not stack. Poison (toxin) - when triggered, deals 12% weapons poison damage every second for 8 seconds, ignoring all defenses (including shields and armor). · Machines are immune to this status effect. Disruption (EMP) – when triggered, blinds machines for 3 seconds. Permanently reduces the target's current shield cap by 15%. · Fleshy enemies are immune to blindness. · Players' shieldcap cannot drop below 50%. · Players lose 75 energy points when triggered. Irradiation (radiation) - when triggered, permanently reduces the healing received by the target by 20%. Opponents within a 5-meter radius around the target take 20% weapons radiation damage and status damage every second for 6 seconds. Warframe abilities and energy economy The starting model of the energy economy failed because energy abundance allowed players to spam the most expensive and effective abilities without the need to save them for a special occasion. While ability rework is a separate story, I can suggest a few changes that would help create a soft-CD system. · Limit power, radius, and duration gain of abilities to 200%. No more global nukes. · Players start missions with 50 energy points. · Only spheres of energy and health can drop from elite opponents and lockers. · The number of gear slots is limited to six. You can only place one Squad Bonus Consumable in one slot. · All Squad Bonus Consumables are limited in effectiveness to one tier. In the case of an energy restorer, it always replenishes 25 energy points every 7.5 seconds for 30 seconds. · To be able to use the ultimate ability, the warframe must first spend 100 energy using other abilities. This number cannot be changed by any mods. Pickups Pickups economy is organized in such a way that it is always more beneficial for players to meet enemies in open combat. And the more the better, because all the key resources drop from enemies in abundance: experience, materials, credits, and mods. No other activity, like exploring the map, provides as many resources as a few minutes of playing in infinite game mode. If we want more diverse gameplay, this hegemony must be shattered. Suggestions: · Most enemies no longer drop resources. · Health and energy orbs drop from elite enemies like heavy units and eximus. · Health orbs replenish 25 points + 5% of max health. · Ammunition is now divided into the following types: rifle ammo, pistol ammo, shotgun ammo, sniper ammo, gas cells (for plasma weapons, flamethrowers and gas sprays), explosives (for explosive weapons) and projectile packs (for projectile-based physical weapons like bows, throwing knives, bolt guns, etc.). · Because of the variety of ammunition types, you may sometimes run out of suitable ammunition. You can use new objects – armories to replenish it. They are usually spawned in medium and large rooms. A hacked armory will generate a package of universal ammunition every minute. · In the lockers you can find credits, ammunition and sometimes health and energy orbs. · The main source of resources on the map are containers. You can also sometimes find mods (basically fusion cores) in them. Stealth I'm under no illusions that a mass player can be made to get fun out of MGS-like gameplay. Especially in coop game. Still, I find it absurd that in a game about space ninjas, it's almost impossible to complete a normal mission stealthily without abilities. What's more, there's no benefit to doing so. In fact, players get a lot more out of any mission if they raise the alarm. Suggestions: · Minor changes to stealth kills - if you kill an unsuspecting enemy within 0.33 seconds, it still counts as a stealth kill. · Every time an enemy tries to interact with the console to activate an alarm or lock a level, the console emits a loud sound. · Ciphers need time to crack. The higher the security level, the longer the cracking process will take. Alert system: Most mission maps have three states: 1. Dormant - in this state, relatively few enemies spawn on the map. 1.1. In each room enemies are engaged in scripted activities: soldiers patrol the neighborhood, workers are engaged in maintenance of various objects and systems. They will not leave their rooms in dormant state. 1.2. Enemies in adjoining rooms do not hear gunfire as long as the doors are closed. 1.3. Killing enemies in the dormant map state gives bonus experience and loot (bonus experience is multiplied for stealth kills). 1.4. Most maps contain Warehouse rooms. These rooms can only be accessed when the location is dormant. 1.5. Dormant mode is terminated if the enemy activates an alarm. 2. Alarm - a lot of enemies’ spawn in this state. 2.1. Enemies in this state always spawn alarmed. 2.2. If enemies re-activate the console in this mode, a level lockout will occur. 2.3. If the alarm is deactivated, the extra enemies will eventually despawn. 2.4. Each second of active alarm accumulates the General Alarm scale. As soon as this scale is full, the General Alarm state is activated. 3. General Alarm - In this state, alarms cannot be disabled. 3.1. Access to Warehouses is permanently closed. 3.2. Mission objective becomes more difficult. Maps: Stealth-conscious room design. Yes, coupled with parkour considerations, this raises the bar of requirements for level design considerably, but we want to see a good game, right? Nothing supernatural, in fact, DE already know how to make small alternate routes from point A to point B. It could be space behind boxes, under bridges, maybe ventilation. In general, those areas where the enemy will not go in a Dormant state. Maps and resources Now let’s tackle the distribution of rewards across missions. Endless mission types are in a favorable position relative to standard missions for a number of obvious reasons. Also, I've always wanted to refresh and make some mission types more logical. Suggestions: Missions: Endless game modes are now finite. 15 waves of defense and 15 minutes of survival. Warehouses - rooms like the Orokin Vaults. Contain a rich supply of crates, lockers and store one common+ mod. To open the Warehouse, you need to find the key on the map. The key makes a distinctive sound to make it easier to find. 1. Assassination This mission type contains a Warehouse; To get to the boss room, you must first find the room with the keys. Each player must take a key. The number of keys depends on the number of players in the squad. The taken key is displayed as a red aura around the warframe. All keys must be activated within 3 seconds to open the boss arena. The boss will not be aware of your presence and will not contact you via transmission until the location is on General Alert. If you manage to sneak into the boss arena undetected, you'll have the opportunity to strike first and fight him until reinforcements arrive. Most bosses are vulnerable to stealth attacks. They take triple damage in the first 0.33 seconds. 2. Capture This mission type contains a Warehouse; The capture target is in a special guarded room. Something like prison room from rescue missions, but with the opposite intent. If the location is on General Alert, the capture target will start escaping as soon as the players enter its room. If the capture target is alarmed, it will try to escape to a neighboring evacuation room through a convenient passage. If the capture target is alarmed, it immediately uses an ability that gives it a barrier. Once in the evacuation area, the target will disappear after N seconds if the players don't capture it in time. The target is lightly armed and will only shoot back as a last resort. Capture targets are vulnerable to stealth attacks. They take triple damage in the first 0.33 seconds. 3. Defense Changed the mission narrative to match the gameplay. At this point, players are not so much defending a defense object as using it as bait. Players are no longer protecting cryopods for evacuation, but are guarding resource extraction vehicles or ships that are loaded with valuables from enemy warehouses. Every fifth wave, a miniboss Bomber spawns: a Corps drone with a bomb or a grineer explosive drone. These are large units with large EHP, protected by a barrier. They aim for the defense object, ignoring the players. Once within 5 meters of the object, they explode, destroying the object. Even if you destroy a Bomber unit, it will explode within 6 meters, causing devastating damage, so be careful. 4. Exterminate This mission type contains a Warehouse; Mission generation has been changed. Now the following structure is generated instead of one continuous corridor: Start (S) - the players' spawn point when entering a mission Objective (O) - rooms that have the mission's objective Exit (E) - the players' extraction point for completing the mission This is not a full-fledged generation template, just a diagram to indicate directions. In rooms O1, O2 and O3 elite enemies spawn, they are your extermination target. If General Alert is activated it will not change anything about your mission. Unless you count having to fight a large number of enemies. 5. Rescue This mission type contains a Warehouse; If General Alarm is activated, the execution procedure will be started as soon as players enter the prison room. 6. Sabotage This mission type contains a Warehouse; If General Alarm is activated, well... different negative things can happen depending on the type of sabotage. 7. Spy This mission type contains a Warehouse; If General Alarm is activated, the data deletion procedure will be started as soon as players enter the data vault room. 8. Survival Changed the mission narrative: now the enemies are not pumping out air, but trying to locally disrupt the Void Flow, for which they use units with Void Siphons. To restore the Void Flow, you need to kill Siphon units. Each killed Siphon unit restores 10% of Void Flow. Lotus sends Void Battery every 5 minutes. Activating the Battery fully replenishes the Void Flow. Dark sector: Dark sectors are portal networks disconnected from the main Solarrail. The enemy uses fragments of these networks to create logistic chains. In the absence of linking codes, Tenno can use Leviathan's universal keys to move blindly through the network. With these keys, you can not only sneak as deep into the enemy territory as possible, but also open portals to Orokin vaults. But be careful - each vault is sealed with a curse. To open it, you'll have to absorb the curse with a key. The more vaults you open, the more corrupted the key will become. Its dangerous nature will not manifest itself until you stumble into a mission with the Abyss Storm or die. Dark Sector is an endless chain of missions with an ever-increasing level of difficulty. To gain access to the dark sector of the planet, you must defeat the boss of the planet. To start a Dark Sector mission, you need to equip the Leviathan Key. No one will join your session if you run a dark sector in Public matchmaking. After completing one mission, you will be given a choice: leave the dark sector or open Orokin vault. You know in advance what kind of weakening the key will get, but you never know on which mission the Void storm will rage. Orokin Vaults has their own list of rewards. The more often you get one of the rewards while traversing the dark sector, the less likely you are to encounter it again. If you leave the dark sector, you can return to the next level later. You only need to equip the leviathan key again. You can also sell the key with all its curses and enemy levels to a new owner, or just sell it for credits to close this dark sector chain permanently. The dark sector chain will terminate prematurely if you fail one of the missions in chain or if your warframe dies. The Leviathan key will shatter, releasing the curse. The warframe carrying this key will take all accumulated curses for 24 hours. Rewards: Crafting materials – you need these to craft things. You can get them by smashing crates on missions, as a reward for defense and sabotage missions. Credits – you need these to buy blueprints and a million other things. You can get them by opening lockers on missions, and as rewards for spy, assassination and capture missions. Mods – you need these to upgrade your stuff. You can get Fusion Cores by killing eximus units, smashing crates and as rewards for defense missions. Other mods can be obtained in Vaults and as rewards for extermination and sabotage missions. Void Keys – you need these to gain access to Void. You can get them as rewards for rescue and survival missions. Data fragments – you need these to craft cyphers, Leviathan keys and to enhance Void keys, increasing the chance of getting a rarer reward. You can get them for completing capture, rescue and spy missions. Afterword I guess we should give medals to those who read this far. This is only the first part of my concept, though the biggest. I also have a lot of ideas for enemies, game lore, and clan activities. But for now I'm tired and I'm not sure if anyone will be interested in this topic.
  6. Introduction Considering how much time has passed since 2013, this topic can be considered more fanfiction than a compendium of suggestions. Nevertheless, I hope that this topic will be able to entertain and invite to the discussion the same strange people like me. To be clear, I will emphasize that this thread is not a roadmap for fixing Warframe. Many of the game aspects I call problems will probably seem unimportant to some readers, and others will probably call them features rather than problems. Also please note that I stopped playing sometime in 2017, and the set of ideas below have been forming since 2014. So some of these thoughts may lose relevance or be reflected in already implemented changes that I am not aware of. Now let's pretend that the game has taken a slightly different path since 2013. “A tenno kneels beside a well. Mesmerized by the reflection of his warframe; he wanders what could have been done and could have been. And for as long as the moon shines, the feeble illusion will prevail. ” General My goal is to provide picture of a bit more balanced a bit more diversified and immersive gameplay. Movement I will take parkour 2.0 as a basis, because in general it turned out to be more convenient than parkour 1.0 Parkour 2.0 is pretty good, but I see a problem with bulletjump. Why use sprint if bulletjump maneuvers chain is faster? Why use vertical wall running when bullet jump is more convenient? It allows any warframe to ignore any level geometry, which greatly reduces the value of player choice and experience when moving around the map. I'd like to make every element of parkour an equally situational tool. It would also be helpful to slow down the players to make it easier for enemies to interact with players. Suggestions: First of all let’s make the difference between walking and running speed consistent. You see, the current speed formula is set up so that the higher a warframe's base speed, the greater the difference between its walking speed and its running speed, making it seem as if slow warframes don't speed up at all when running. Current formula: Walk speed = 6*speed mult. Sprint speed = 7.5*speed mult. Suggested formula: Walk speed = 3+3*Speed mult. Sprint speed = 6+3*Speed mult. · Sprint becomes your primary source of horizontal momentum. Sprint should become your best choice for moving on flat ground. Let's take for the standard value 1.0 = 9 m\s (vs 7.5 as it is right now). · Bulletjump becomes your primary source of vertical momentum. Wherever you look, it now always launches you up to x4 height of the standard jump. · Aim glide – more of a bullet time now. It lasts for up to 2 sec. (vs 3 as it right now) and decreases your current speed by 10% every 0.2 sec while keeping you in the air and providing with 40% damage reduction buff. Map geometry: Let me take this screenshot from Brozime’s video-criticism of parkour 1.0 This is one of many examples of weird map designs that don't take parkour into account. The column in the middle would be perfect for taking a short cut across the top of the room with a wall run. To do this, it was only necessary to make a convenient approach to the column and remove the highlighted ledges from both sides. I would prefer to see more obvious and practical routes where the player could gain an advantage by applying the right element of parkour at the right time. This is especially true for sliding. Among all the tilesets, I remember only two places where the player gets at least some advantage over the enemies using sliding. Leveling I can't help it but I hate leveling in Warframe. The sight of a level 100 butcher, absorbing 60 bolts by his unprotected face, drives me to despair. I would like to reduce the spread in survivability and damage between starting levels and endgame content. This would give more value to the player's personal skills and allow newcomers to integrate into high-level content more easily. Suggestions: The vast majority of mods with flat bonuses are desirable to abolish or redo. I don't understand why mods like Serration still exist. What to do instead? The most trivial way is analogues of corrupted mods and conclave mods. For example: Increasing energy capacity in exchange for decreasing shield capacity; +5 energy every time shield is recharged from 0% to 100%; +3 seconds of invisibility when spawning entity (like Woban's tesla, Sarina's molt, Team Shield recharger) etc. · Weapon stats (like damage, accuracy, reload speed) grows with its rank. · Let all mods work with level-relevant, rather than base values of warframe and weapon stats. For example, a +50% health mod would add 50 health to a first rank Excalibur. The same mod will add 150 health to a 30th rank Excalibur. · Lower capacity drain for most common mods. · Lower effectiveness of most mods. The increase in health or shields per mod may not exceed 50%. A 30% bonus to ability strength or ability radius is more than enough even for corrupted mods. · The number of additional polarizations for each weapon and warframe is limited to three. · Each successive polarization requires rarer and more expensive forma. · You can change or remove a polarization slot an unlimited number of times using a regular forma. Considering even only these changes, it will already be possible to significantly reduce the scaling of enemies. Weapons The visual design of some weapons in this game is beyond weird. Just look at it. Not even Gork and Mork themselves could make it shoot. I'm not asking for hard sci-fi realism, but is it impossible to make the weapon at least even barrel and reasonable magazine? Was it really necessary to overload Vectis with all those spikes? It would be nice to see something a little more down-to-earth like the designs from @Fluffy. I'd also suggest general rules for faction weapons. It is premature to note that a significant portion of these rules existed or still exist today in one form or another. I'm just trying to take the next logical step to diversify the experience of using different faction weapons. Tenno-tech features: Accurate and reliable weapons inspired by the craftsmanship of artisans of the past. · Always contains one built-in polarity slot (which makes seemingly simple weapons the most modifiable); · Relatively high critical damage. Orokin-tech features: · In addition to all the advantages of a tenno-tech it always contains one built-in universal polarity slot. Corpus-tech MK-1 features: Low-quality replicas of Orokin-tech weapons with no distinctive features. Corpus sell these weapons to various militaries across all the Solar system, including the grineer; · Cheap as dirt. Corpus-tech features: Destructive energy weapons prohibited for sale to non-Corpus customers. · No recoil; · Uses projectiles, beams and electric arcs; · Beam weapons does not use ammo pickups, ammo regenerates over time. Grineer-tech features: Widespread mass-produced weapons aimed at war against the Corpus' trade hegemony. · Relatively low accuracy; · High impact damage. Grineer detonite-based tech features: Various weapons used by elite grineer troops. As destructive as it is unstable. · Predominantly uses elemental and impact damage; · Hit-scan weapons have a detonite injection mechanic: an alternate fire mode that increases dps in exchange for absurd recoil and overheat mechanic. If the overheat scale fills up, the weapon will explode, dealing a small amount of damage to you. You will also lose any remaining ammunition in the magazine at the time of the explosion, so you will have to reload weapon to get it working again. Infested bio-tech features: Only insane or infested would use something like this. · Projectile-based and continuous weapons that utilizes both physical and elemental damage; · Projectile-based weapons have a built-in mutator. I'll allow myself to prematurely touch on the damage changes. One of the main features that I expected from the damage 2.0 system was to get rid of the cacophony of elements. The icy-electric plasma from Dera? Ignis' electric fire? All of this seemed like a temporary flaw, an imperfection of the system 1.0. And my god, how I punched myself in the face when I realized what happened when system 2.0 came out. Yes, it sounds like a radical sacrifice, but it's one I'd make. You can't add a new damage type to weapon damage. You can only increase innate damage. This solution has some nice bonuses. First, it will allow for a greater degree of weapon specification. The meta will expand for each enemy faction. Secondly, it will remove the issue of weird warframe math, where elemental damage modifiers affect base damage, and physical damage modifiers affect innate phys damage. I've always considered it a flawed practice to have a weapon completely change its original meaning under the influence of just two elemental mods. As for variety, don't worry, there would be more weapons with different combinations of innate elemental damage. So, for example, I would prefer plasma weapons like Dera and Supra to deal heat and EMP damage, microwave weapons like Nukor to deal EMP and radiation damage, etc. Melee: If I understand the current state of melee correctly, I'm fine with it. The melee stances feel like an inconvenient addition to me, locking player in dance-like animation, but I have no serious objections to them. My only two wishes since melee 1.0 remain: · Make power attacks more like alternate attacks with modified stats. For instance, it would nice to see one-handed swords perform stabbing attacks with increased piercing damage. · Add one-handed axes and maces as separate classes. Other changes: · «Split caliber» type mods reduce normal weapon damage (but not status damage) in proportion to the number of bullets fired. · «Punch Through» type mods now always give 1 meter of Punch Through. By improving the mod, you reduce the damage penalty after the penetration. By default, damage after penetration is reduced by 50%. · Player projectiles pass through allies, preventing accidental self-damage by AOE weapons. · Most weapons now have limited firing range. For hitscan weapons the average range should be approximately 300 meters (x3 for sniper rifles, x0.5 for shotguns). For projectile-based weapons like Boltor or Gremlins 240 meters. For throwable weapons like Kunai or Glave 180 meters. · Most of weapons now have damage falloff. Usually, damage starts to drop after 2\3 of the maximum range of the projectile. For hitscan weapons, damage drops from 100% to 70% at max range. For projectile-based weapons, damage drops from 100% to 50% at max range. · Explosions from projectiles and grenades have two impact zones: the epicenter and the shrapnel zone. The epicenter, which is 25% of the blast radius, deals full weapon damage, ignoring line of sight. The shrapnel zone damage, which is 75% of the blast radius, drops with distance, starting at 50% weapon damage. The shrapnel zone does not ignore line of sight. · If you are caught in the epicenter of your own explosion, you will take some damage and be knocked back. If you hit the shrapnel zone from your own explosion, you will only be knocked back.
  7. While I would like to see propper conclave rework, I have to say "Bruh". I farmed everything I needed with relative ease, and even enjoyed having fresh meat at the conclave. No frankly insane imbalance in this mode left. In addition, Conclave is fair to players: the rank of your weapon and warframe do not affect your effectiveness, mods and farming don't give you anywhere near the advantage that players get in PvE. All a player has to do is study Conclave and become a better player. If you're not ok with that, you can always skip this island of content like some Conclave members skip pretty much the rest of the game. I don't understand why some players are asking for better rewards for Conclave. So that there will be more requests to remove this mode? If you don't like it, and you don't find any advantages for PvE content in the rewards list, why try to climb the last hill of competitive content in the game? Skins? Why not let players trade them?
  8. Well first of all, my rework is not a direct or even indirect buf. It just increases Harrow's effectiveness as a support warframe, instead of decreasing depending on the strength of his teammates. It also allows you to use a Thurible in the middle of combat outside of Covenants invulnerability window. If it's an intentional gamedesign that a supposedly supporting warframe without augment can perform worse in co-op play than in solo, fine. If it's an intentional gamedesign that Harrow is completely volneruble during Thurible channeling, fine. However, how often do you NOT see nuke warframes in your squad? However, how come both completely optional augments are used by yourself? Sure, they're not mandatory, but somehow they're so desirable that you can't get past them, especially if you're playing co-op. The really optional augments look different. They give abilities new uses. They are few in this game, and yet I can name a few at once: Fireball frenzy, Icy avalanche, Safeguard switch, etc. This reminds me of my old suggestion to give Frost's avalanche the same freezing effect as his first ability. I've also encountered comments like: "lol, his avalanche is a great CC, just build him for energy efficiency and range".
  9. I know, it's one of those augments that adds features that, for some unknown reason, were not provided in the default abilities.
  10. And that's exactly what I tried to change. Shield replenish dependency remains, but replenishing energy and health no longer requires Harrow himself to kill enemies.
  11. So, I haven't been in Warframe since about 2018-ish. Is there an option to disable Ordis and operator transmissions?
  12. The thread title seems to be disorienting. Please note that I did not try to "fix" any of the problems you listed. My proposal is more about more convenient and interesting gameplay than about fixing something broken. Shield gate change is just a nice bonus. But, as people above pointed out, my suggestion regarding the shield gate changes was unsuccessful as it will req additional changes to most of shield-refilling abilities.
  13. Oh, cmon. The only warframe with body phisics in this game is male. If this is not sex, then I don't know what is.
  14. Yeah, I see: most shield replenishing abilities provides flat shield bonus. More changes to shield-replenishing abilities will be required. Consistancy, eh? Good point.
  15. It has been confirmed that Arthur will be an NPS like Teshin. Warframe Turns To Metal Gear Solid For Inspiration With Its New Expansion, 1999 - GameSpot
  16. I'm about to spew a wall of text onto the forum, so I'm going to practice on something smaller to start with. Shield gate topic: I don't know if the DE specifically made it so that the less shields you have, the more effective shield gating is. If it's not supposed to be like that, then the fix seems pretty simple to me. Make the shield gate's invulnerability time something like 2.4 seconds. If the damage that triggered the shield gate far exceeds the shield cap destroyed, the invulnerability time is reduced (down to 0.6 sec). Smthn like this: Incoming damage/Depleted shields = x; If x > 1, then Invulnerability time = 2.4-(x/2) sec; Otherwise Invulnerability time = 2.4 sec; If Invulnerability time < 0.6, then Invulnerability time = 0.6 sec; Otherwise Invulnerability time sec. Harrow rework easy way: Take a look at these official artworks. Harrow looks pretty cool, isn't he? Both of these images, however, share one detail that is missing from the game. Harrow is unable to use his Thurible and secondary weapon at the same time (well, except for the short cast of Condemn). Also, most of the animations of his abilities are awkward. If casted in midair, Condemn will instantly drop Harrow to the ground. Casting Penance stops all of Harrow's movement and actions. Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and Pickups collection. And you want to charge it for as long as possible. It would be great to let Harrow at least fire a secondary weapon while casting Thurible. That way he wouldn't start getting energy for kills until he finishes channeling. Harrow rework hard way: Aside from inconvenient animations, Harrow has more obvious design flaws. We're talking, of course, about energy recovery and healing triggers. The conditions of receiving these buffs makes Harrow feel uncomfortable in the company of nuke-queens like Saryn or Mesa. Now let’s shuffle some cards. 1) Condemn: No changes. 2) Penance: Spent shields are now converted not to health, but to energy for Harrow himself. Conversion formula: Energy gain = Expended shields (excluding overshields) / Max shield capacity * 50 + Expended shields (including overshields) / 50 For example: 30 lvl Harrow with 450 shield cap sacrifices 450 shields. He will gain: 450/450*50+450/50 = 59 energy. 30 lvl Harrow with 450 shield cap sacrifices 2850 shields. He will gain: 450/450*50+2850/50 = 107 energy. Reload speed and fire rate boosts are untouched. No more vampirism from weapon damage. Energy is no longer required for this ability. 3) Thurible: Harrow becomes invulnerable during channeling. Harrow can channel Thurible for up to a maximum of 3/4/5/6 sec. Upon release he gains Retaliation buff, which provides bonus crit chance on headshots for up to a maximum of 6/8/10/12 sec. Retaliation provides a 5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 1.50% per 100 damage points prevented. Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and Pickups collection, but allows player movement and parkour Maneuvers. Energy cost: 75 4) Covenant: Harrow covenants with all his allies, providing them with positive effects from his own abilities: Condemn restores shields to allies with 50% effectiveness; Penance provides energy with 50% effectiveness; Thurible provides both invulnerability and Retaliation buffs at full strength. Also, while Covenant is active, all damage prevented by affected allies, increases Retaliation buff effectiveness. While active, 2,5% (5% for Harrow) of any crit damage dealt by allies to enemies converts into health for Harrow and allies within his Affinity Range. Provides an individual bonus to critical damage that increases in proportion to the ally’s missing shields%. Min crit damage bonus: 10% (unaffected by mods) Max crit damage bonus: 110% (unaffected by mods) Energy cost: 25+5/sec Harrow can replenish energy, using Penance while Covenant is active.
  17. The Golden Hand (Exilus) Earn [5 / 6 / 7 / 8 / 9 / 10%] fewer credits. Gain 1% bonus weapon damage per 100 credits forfeited. So, it's a trap? The more you invest in this mod, the less effective it is?
  18. Yeh, I know. Peer hosting will ruin it. Btw, I can't get back into the game yet, but I check the wiki page periodically. I don't know how up to date the information is, so I wanted to ask: Is Wukong really removed from the conclave? Does Nezha's defensive halo still last indefinitely and do 80 damage per second with a stun?
  19. Nah, I just dont care about main gameplay, it was irrevocably ruined for me (at any rate, I don't believe that the DEs will go for a radical enougth change). If you like it - fine. But we are gods now. How can they kill the gods? Invent another 100,500 varieties of kryptonite by disabling key game mechanics? Like they did with nullifiers, CC nerf and status immunity? Or maybe they'll add new entities that can't be dealt with without the same new mechanics?
  20. It began long ago... with the SD quest. I dont want to play operator or drifter or another character. I want to play warframe. One of many, a part of this world, not its absolute center. One with my own vision on events and characters of this game. I was promised space ninja gameplay in 2013. And I waited patiently, slowly climbing the steps of power creep. There were good moments like spy missions and sabotage, but I waited a lot longer than I should have. For me, conclave and spy missions are the missions closest to the developers' promises. I like them just because they are so different from the main gameplay. And if Warframe 1999 will provide at least one more island of authentic content, I will be happy. Developers went too far a long time ago, there's no point in stopping them anymore. Unless you're waiting for Warframe 2, idk.
  21. I know that corpus vs grineer gamemode topic has been brought up many times, but I haven't come across any concrete suggestions. Let me give it a try. Lore: Why we are able to play for Grineer or Corpus? Simulacrum is answer. Simaris wants us to recreate famous battles and see how history may have changed. So the name of this type of mission is Reenactmenttm. Gameplay: Map: Maps contain two types of key objects; Communication towers aka "Command posts". Command posts provide your team with Controll points. Each match lasts 15 minutes. The team with the most Control points wins. You and your team members will respawn at Command posts. You can also change your class at the Command post. To capture Command post you must act the same way you would normally act on Interception missions. Supply DEspensertm. I have no propper image for this, but I can describe it as some sort of console device. Supply Dispensers are usually placed near Command posts. You can only use the Dispensers that are captured by your team. To capture Dispensor you must hack it. Dispenser will gradually restore hp and ammo of nearby allies. All you have to do is stay close. Teams: Up to 6 troopers from each team can be on the map at the same time. Up to 4 of them can be players. Places not occupied by players are occupied by NPCs. Each team has 100 reinforcement points. Each time an NPS respawns, 1 reinforcement point is deducted from the total pool. Each time player respavns, 2 reinforcement points are deducted from the total pool. If all team members die and team has no reinforcement points left, it loses. Standard classes: Foot-soldier: Crewman (Dera)/Lancer (Grakata) Passive: This class captures control points slightly faster then all others. Active; Grenade throw. Average speed, average effective health. Crewman is faster than Lancer, but less resilient. Engineer: Machinist (with Detron)/Artificer (with Sobek) Passive: Only engineers can hack consoles. Active: Blunt/Vector shield deployment. Average speed, average effective health. Assault: Corpus sniper (with Lanka)/Ballista (with Vulkar) Passive: Snipers are not displayed on the enemy minicard. Active: Arc trap/Turret deployment. Higher than average speed, lower than average effective health. Special classes: These classes are only available to those who have accumulated enough kills, plaing standard classes. I won't describe each class in detail, as you already understand the principle. Heavy: Tech/Heavy gunner Commander: Nullifier/Grineer commander Jet-trooper: Hellion/Ranger Objectives: There are three ways to win this game mode: You can kill all the enemies. You can capture all Command posts and finish off the remaining enemies. You can score more Controll points than the opposing team at the end of the match. Rewards: Fun. What? You still want to grind something? Fine, I think some grineer\corpus themed cosmetics (especially weapon skins), specters and resources would be just fine.
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