Jump to content

(PSN)MrQuinine

PSN Member
  • Posts

    8
  • Joined

  • Last visited

Posts posted by (PSN)MrQuinine

  1. I did a forum search for Nightwave standing and didn’t find anything that relates to this.

    Nightwave standing at exactly 10,000/10,000 doesn’t yield a reward. This has happened to me twice and to a clanmate over in the PS4 Warframe FB group. I have to get enough standing to exceed the 10k threshold to get the reward. Seems bugged to me, it didn’t work this way in previous Nightwaves.

  2. I rebound my touchpad swipes to gear wheel slots to make accessing my Archwing and archgun faster. But with the Glassmaker update, abilities have been permanently bound to the swipes, and they override the gear slot assignment. Further, there does not appear to be a way to unbind them. I tried resetting my controls to default and then assigning the gear slots again, but it didn’t work.

    • Like 6
  3. Swaz do lah, Tenno. I have an idea that WILL NOT leave my head. 

    We’ve had our operators for how long? And most of them seem to be early teens/tweens, right?

    When will they grow up?

    I want a quest that causes our operators to grow a bit. Not necessarily to full adulthood, but late teens maybe?

    Along with this growth come some changes. Now your Operator is more physically fit an proficient. They can now use some parkour abilities, like sliding (yes, I know they can already slide, I mean more like a Warframe), rolling, wall running, and faster sprinting. 

    They also get a new suit, which can accept some Operator-specific Mods, as well as a melee weapon and a ranged weapon. 

    This next bit might require some tweaking because it’s seen through the lens of a PS4 player. Sliding, rolling, and the like move to L1 as it is on Warframes. Void mode moves to R1, while Void Dash and Void Blast become Abilities 1 and 2. New arcs on the Focus tree unlock, allowing you to learn new Operator Abilities, which can be assigned to any of the 4 ability slots as you wish. This includes the ability to ditch both Dash and Blast for other things, though remember that, without some school-specific passive unlocks, your Operator cannot bullet jump, double jump, aim glide, or wall latch, so you may want to keep Dash for mobility until they are unlocked.

    Your melee weapon, ranged weapon, and amp can now be modded, though they are not as powerful as a Warframe weapon. You can switch between your ranged weapon and amp as your would with primary and secondary weapons, and hitting melee whips out your melee weapon. 

    Of course, a change like this needs a reason. I’m kind of spitballing here, but maybe something kinda like Titanfall? A new mission type in which your Warframe can only operate for a limited amount of time, so calling it in is for going ham on things your Operator can’t handle alone. There’s a timer or some other limit on your Warframe, maybe due to void anomalies or some comparable plot device. Maybe you need your Warframe in order to operate in an airless environment. This would mesh well with invasion mission type where Corpus and Grineer are boarding each other’s ships. Or a new tile set that requires some Archwing travel from point to point (yes, I know, Archwing needs an overhaul). 

    And this is where we start to see the REAL power of the void kids. Now that their powers are maturing, they are getting abilities that push into Warframe levels of carnage. Void storms, blasts of energy that rip enemies to pieces, things that are legitimately useful and powerful in their own right. But that power is just a taste of what is to come, and confronts is with another series of choices: do we let ourselves fall deeper into the power of the void, losing some of our humanity in exchange for more power? Do we control ourselves? Do we let Helminth modify is to be more resistant to corruption by Void energies, but simultaneously risk corruption by the technocyte virus?

    What do you think? Or am I just fangirling too hard?

    • Like 1
  4. This a response to the OP. I like to reply in a vacuum so I apologize if any of this has been mentioned. 

    Shield gating would be great for all frames, I feel, and would make shields more viable. I’ve been maining Hildryn for a few weeks and I find her a lot of fun. She’s tanky due to the extreme amount of shields she has, and gating gives her an emergency out. 

    I’m not too certain about the copy/paste, however. Revenant has a kind of gating on his 2 that’s arguably OP, but I think a balance between the two would be the way to go. After all, if you’re going to get invulnerability when the shields bottom out, what’s the point of having more shields? Just throw on Fast Deflection and a Decaying dragon key and be invincible all the time. 

    With that in mind, here are my suggestions:

    1: equipping a Decaying Dragon Key removes shield gating. The whole point of the key is to make the run more dangerous anyway, and it’s not like we don’t have ways around that problem that don’t rely on being invincible.

    2: tiered gating: when your shields hit zero, you get 2-3 seconds of invulnerability. But there’s another tier every 700 extra shields, and each “step” gives you another gate that grants 1-2 seconds of invulnerability. So, Harrow running around with 1655 shields would have a 1-2 second gate when his shields drop to 955, another one at 255, and the longer gate at zero shields. The point here is a brief moment of safety to disengage or reprioritize your targets, and a final warning that it is TIME TO STOP.

    3: new shield effects! Nobody uses elemental resistance mods. But what if there were a suite of resistances, and meaningful ones, rolled into a mod that only applied to your shields? Like the Grineer resistance mod, which grants 80% damage resistance vs impact, fire, and blast to your shields? This would probably end up in the bin with the other resistance mods, but it’s a thought, and it could be expanded.

    4: “on gate” effects! Mods that proc some sort of effect whenever a shield gate is reached, like an AOE knockdown or a speed boost. There could also be arcanes for this. 

    5: corrupted shield mods! Perhaps one that reduces shield capacity but increases recharge rate and gate duration? One that massively increases total shields at the cost of recharge rate or a longer step to a gate? Still another could modify the amount of shields that have to be lost to trigger a gate, either positively or negatively.

    There are more things that could be tied to shields. Gating would also make some frames a LOT stronger than they need to be (looking at you, Harrow and Revenant), but that doesn’t mean it’s a bad thing. Shields, however, are presently largely irrelevant for most frames in high-level content, and gating could be just the thing to mix up the meta. 

    On a final note: I (personally) would like a more obvious tell when shields break. I rarely notice that my shields have broken until it’s too late. Give us some kind of more impactful effect when they break, like shards of energy flying away from our frame or something. This is probably due to my own issues, and yes I know the screen flashes red, but I need a little more than that. 

    • Like 2
  5. Hello, Tenno.  I thought I’d rekindle my love affair with the Penta, but when I put Napalm Grenades on my Secura Penta, it removes 16% crit chance and adds 14% status chance. I thought this was a UI big, but I tested it in mission and simulacrum and it certainly appears that Napalm Grenades are not working as intended.

    to be clear, here are before and after stats when installing Napalm Grenades:

    before: crit:26% status: 26%

    after: crit: 10% status: 40%

    Are any other PS4 Tenno having this issue?

    what Ibhave tried to fix this: 

    - checked for an update

    - checked for a console update

    - restarted the application

    - tested in simulacrum to determine whether or not this was a UI bug or functional bug

  6. Hello, all,

    Did a quick search of the PS4 Bug forums and didn't find this anywhere.  I will be listing several minor issues related to fishing spears and Fortuna content, including K-Drives.

    1. If a fishing spear is equipped and the K-Drive is summoned, the game seems to randomly disable a variety of things, such as:

    • Abilities: it's as if R1 no longer responds.  Tested the touch pad activation, it works intermittently.
    • Reloading: weapons cannot be manually reloaded using Square.
    • Everything generally stops working from warframe animation to weapons fire, melee, reloads, operator mode, abilities, even the fishing spear and gear wheel.  I've only seen this twice and I haven't been able to replicate the circumstances.
    • Suggested fix:  i don't know enough to speculate.  or spudulate.

    2. No baits appear while the Fortuna Tier 2 fishing spear is equipped if a Cetus spear is in another slot on the Gear Wheel. 

    • Suggested fix: make spears globally exclusive, like with baits and dyes. Put one on your gear wheel and that's it.

    3. No hot spots on Cetus:

    • I have tested this several times, and while it's possible RNGesus just hates me, I have spent the better part of three hours running around Cetus on my K-Drive looking for hot spots.  They do not seem to spawn while on the k-drive. 
    • Also, I hopped off the K-drive and they still wouldn't spawn.  i had to leave the plains and return and then found one in a usual spot straightaway.

    4. Cave Hot Spots:

    • More of a gripe, and maybe RNGesus just hates me, but i've only found 2 or 3 cave hot spots in dozens of hours on Fortuna.  (of course, there are STILL 5 caves i haven't found because I refuse to be spoiled)
×
×
  • Create New...