Jump to content

[DE]Momaw

Warframe Staff
  • Posts

    6,095
  • Joined

Posts posted by [DE]Momaw

  1. I don't find the Harpak to be so broken as some people do apparently.

     

     * fire rate mods reduce the time between bursts on burst fire weapons

     

    * the recoil isn't hard to deal with, you just need to pull your mouse downward slightly as you shoot.  Or consider adding the mod Stabilizer.

     

    It's a little quirky and it's certainly not the Mega OP Flavor Of The Month so it won't appeal to everybody, but the only thing actually wrong with it is  ^as Oranji pointed out, punch through makes the harpoon feature not work.

  2. SPOILS I assume you have played the Natah quest line. If you haven't you might not want to read this.

     

     

    I'm trying to connect the dots here and I've found a pleasing permutation. My line of thinking goes like this:

     

    1.) Tenno are sapient.

     

    2.) Tenno have some kind of transdimensional/supraphysical/energy beings things going on or some other kind of exotic existence thanks to exposure to the Void.

     

    3.) In our "real world", the Tenno have no physical presence and cannot inherently affect anything.

     

    4.) The Orokin created the warframes to give the Tenno the body they need to take action (i.e. be the Orokin's super-soldiers)

     

    5.) The Orokin were not nice people.

     

    6.) The Tenno never say anything and they are referred as eyeless.

     

    7.) Warframes have neither mouths nor eyes, because the Orokin did not find these organs necessary for the Tenno's efficiency. The Orokin treated them basically as killing machines.

     

    8.) The Tenno therefore, know very little about the state of the "real world" because they can't see it or ask questions of anybody who can see it. The state of the Empire's social strata also means that nobody would want to talk to the Tenno in one-sided casual conversation. The warframes give them information they need to find and destroy targets in combat, but it's all heavily filtered through what the Orokin designed the warframe to be capable of and to consider relevant.

     

    9.) There were probably a number of lies told to the Tenno about the nature of their existence and current events, to ensure their cooperation. Great pains were taken to make sure the lies were internally consistent.

     

    10.) When Natah infiltrated the empire, she helped the Tenno to understand what was really going on, that they were the aggressors in the conflict, and that the Orokin basically hated and feared them when they bothered to think about them at all. This was an expedient partial truth on Natah's part: her objective was to destroy the Orokin and turning the Tenno against them helped her mission.

     

    11.) The Tenno wipe out the Orokin (apparently the ruling class of the empire) in a kind of slave uprising.

     

    12. The Tenno find themselves without a command structure, without basical social skills even, in the middle of a dying empire that hates them. The survivors began to attack them.

     

    12.) Natah suffers from maternal yearning and does not finish the last line in her directives which is "Destroy the Tenno".

     

    It starts to make more sense WHY Natah decided not to finish off the Tenno if you think of them as prisoners of their warframes. The Tenno themselves are immortal, but everything they do or experience in the real world was filtered through the frames and the carefully audited information that their Orokin commanders permitted them. When they destroyed the Orokin they became like children, without any clear concept of how the world worked or what they should do in it. The extremely deadly, heavily armed super soldiers became ironically helpless and confused against the hordes of people that considered them traitors and dangerously defective. Natah paused in her preparations for slow lonely death in the Origin system and saw that here was a class of people who were essentially victims of the Orokin as much as her own kind was, and decided that her new purpose would be to save them.

     

    And that's what I think.

  3. It's not that weird. It boosts flight speed of pellets, so I don't have to target too far from moving enemy, and it straightens the arc of their travel. It's quality of life mod.

     

    Sorry I didn't mean weird like "doesn't make any sense", rather, weird like it changes the actual mechanics of the weapon as opposed to just being damage.

  4. http://goo.gl/PpMOcE

    I didn't used any powers, and there was no CP on any of my teammates.

    I know corrosive isn't good on Bombards, but as I said, in optimal range I was oneshoting them, and 20-25 meters away, I was getting ~250dmg per pellet.

     

    I don't have a zillion forma on my Drak, but the only thing that's weird in your build is Fatal Acceleration.  I tried putting that on and I'm still just not seeing any variation in damage here.  If there's an issue then I don't think it's with the weapon in particular. Sorry to be Captian Obvious here but....you're sure there were no ancient healers buffing the guy that was taking a bunch of shots, right?

     

    https://www.youtube.com/watch?v=cR_awWMLp0s

  5. Is it me or does Drakgoon is broken? Just did T3D, and my 5 forma Drakgoon was killing lvl 35 Bombards in one charged hit, while at optimal range. But when the same level Bombard was 20-25 meters away, I had to use 5-6 shots to kill him. Shouldn't falloff be max 50%? And if by any chance I was doing just right amount of damage to achieve one shot kill, I still should be able to kill him with two shots, not six.

     

    I tested in the simulacrum and did not see any damage falloff whatsoever with the Drakgoon.  Same damage on target regardless of range. Variation in time to kill from one target to the next was random based on how many projectiles hit and if any of them were crits or head shots (or especially both).

     

    Can you share your weapon build, and whether you were using any frame powers that might have affected the enemy's survivability?

  6. Interesting.   My only criticism is that you lose a lot of inertia with the manic's laugh intro. Instead of bringing everything way down, pausing, and then letting him do his full laugh, consider instead throwing in a break and then letting the Manic laugh for only a couple of beats. I'm thinking basically that the music should be more "startled" by the Manic's outburst than building a frame around him.

  7. I don't have much information, but maybe there's other people that have had similar things happen and we can put together an idea of the problem.

     

    Had my kubrow outright die on me, no downed phase, no chance to revive it, just dead.  It's a 6-forma monstrosity of a dog and the enemies were only level 3, so there's basically no way it could have died 'legit'.  Upon arriving back at Liset, my dog was indeed down to 60% loyalty as though it had died during a mission.

     

    Kubrow: Raksa

    Mission: Earth/Lua (excavate)

    Host/client? Client

     

    This is the only reference in the log to it:

    389.276 Game [Info]: KubrowPetAvatar1047 has died.389.276 Sys [Info]: LotusSentinelAvatar with ID 1047 died of natural causes. Source of damage was NULL source, source object type was /EE/Types/Game/DamageTrigger389.276 Sys [Info]: LotusSentinelAvatar::NotifyDied: Notifying GameRules that Sentinel with ID 1047 owned by Momaw/TennoAvatar1046 has died389.276 Sys [Info]: Setting Sentinel state for Momaw from 0 to SS_DEAD, 1696

     

  8. Well, we're still not sure if the Tenno are men in suits or if they are meat-golems containing the divine essence of the Void.

     

    My working theory is that when people were exposed to the raw Void, they transcended to a new level of existence. Their consciousness is "anchored" to their body, but free to wander e.g. take control of a warframe/meat puppet.

     

    Basing my assumptions off Rhino Prime's codex entry.

  9. I like the freeze affect of Avalanche, but the range is lacking.  I wouldn't mind if the damage was reduced to 1000 or lower with the range increased to 20 or 25 meters, to be more of a freezing ability than a damage dealer.

     

    Out of curiosity, are you using modded range on your Frost?

  10. Agree.  I tried out new Mind Control and find it to still be lacking if you want to use enemies as damage pets. It's funny to see a rampaging Corrupted Moa Eximus burn down its team mates, but previous poster already hinted at the problem:  Player weapons do more damage at any reasonable level, and at unreasonable levels enemy HP vastly out-scales their own attacks. While your Mind Freak pet will be doing 500% more damage that is still not really relevant to the bottomless health bars.

  11. Serious in depth post deserves serious in depth reply.  Your text is within >>angled brackets<<.

     

     

    Topic 1 So much Nerfing it's like they sell foam footballs.

    >>Ok I'll start off with an example, I understand Greedy Pull got nerfed on the pc, and will be for the consoles soon. The reasons for why this has been crippled from what I've read is because of the Mesa Mag combo, Mesa gets the energy from the pull and is able to continue peace maker as long as the energy comes in which isn't exploiting the game but rather using the game mechanics how they are intended....alright... So you nerfed being able to be a team player as mag...in a team based game...because people work together to survive longer in tougher levels up to a point where the enemies eventually become too strong to be dealt with anyway and walk away with larges amounts of mostly useless stuff.<<

     

    Greedy Mag wasn't nerfed because she was a team player in a team game, but because she removes tactical mobility as a gameplay feature for the entire team. You could just park in a safe little corner and pull in all the ammo and energy anybody needed to keep going, without having to move ie without having to risk enemy engagement. The Mag+Mesa combo in particular was only one example of tactical mobility being negated. People were also abusing static-defense frames like Frost and Volt in a farming context along with Mag so that she would just keep pulling in all the loot and nobody would have to move around to pick it up. In a very literal sense, Greedy Mag was "push button, receive reward" for the entire team. Now it's not.

     

     

    >> There's better ways to make it harder for people besides nerfing everything, it's not like pvp doesn't have it's own limiters. You should never nerf a weapon or frame unless it has a clear mistake such as the invincibility of using those two mods that would never let you die which was clearly not intended to behave that way. Instead you should focus more on creating additional harder Levels, Planets, Tower Keys, and Modes to balance the ridiculous RNG! More unique Enemies to combat team ups such as the Greedy Mag and Mesa combo discussed earlier, they could have increase spawns of nullifers to prevent progressing too easily or faster enemy buffs if stationary too long or brand new enemies with situational abilities to ignore set ups to cause you to not use one thing most people stick with the entire game. <<

     

    The problem here is that if 5% of weapons are significantly stronger than all others, and you introduce new content that challenges those weapons, then you have by extension just created new content where only 5% of your weapons can be used. Like the other 95% are simply, objectively, mathematically, irrelevant. That doesn't seem very fun. It seems like a better goal to make it so that the spread in power between different weapons is smaller, so that players are free to (mostly) use what they WANT to use rather than be forced into the few things that work because they have big enough numbers. This also reduces the problem of over-matching, where players go into a mission with "top tier" guns and simply face roll all over the enemy because they can be killed with one accidental ricochet from across the map.

     

    Same for enemies that challenge specific team compositions. If you have a new kind of enemy that can stand toe to toe with heavy duty CC frames or negate any kind of frame synergy between players, then what possible hope is there that any frames or abilities that are not top tier will be relevant?  Conversely, "Add more nullifiers"...you mean the wildly unpopular enemy that is already the bane of P4TW? If your solution looks like adding more and more immunity to enemies in reaction to things that players are doing, then all you've done is make me never want to play with any frame that triggers this kind of response, and punishing those people who are playing the frame they want to play it.

     

    In an ideal world you want every player to be able to play what they want, how they want, and make a useful contribution to the mission. In order to do make that achievable, frame and equipment options need to relatively equal in power and utility. They can and should be different, but... well, for example when you have Ash who has an ultimate ability that can do tens of thousands of damage that ignores armor, and line of sight, and also makes you invulnerable, compared to another ultimate that does 1500 damage within a small AOE...  something is out of whack.

    >> What's the point in using a Forma on a weapon or frame when it's likely that if it gets too popular it will get a nerf rendering it nothing more then time and resources, maybe even actual real money wasted? I didn't forma my Synoid Gammacor for these exact reasons, and sure enough it got nerfed. <<

     

    Well, here you at least have my sympathy. I do believe that DE owes us a refund on resources when they heavily nerf or modify gear that we have invested in. This, however, merely frees them to nerf with a clear conscience when things that are out of balance.

    >> What's wrong with having a Top Tier? Why do all things have to be equal? <<

     

    The concept of a "top tier" implies there is a "not top tier", and therefore, implies that there are weapons which are inefficient and not worth using, and that players must frequently choose between using the things they enjoy versus the things that are mathematically superior.  That's what's wrong.

     

    Basically it seems like you're a fan of having big spikes and valleys in power and want to have a matching set of enemies and features that fit into those spikes and valleys. But it's a lot easier and a lot more flexible (both for gameplay and for adding new content) to make a power graph less variations.

    ---------------------------------------------

    Topic 2 Exclusively an Elitist

    >> Ok I understand you're proud of that practically worthless weapon you got from doing that one mission before other players today even heard of warframe. <<

     

    Having items that could only be gotten in a specific time and place allows a feeling of veterancy. It rewards players for being long term. Why should somebody who just started a month ago be able to get the same stuff? In a game about progressing and collecting stuff, you do not want to encourage the feeling among your most loyal players that they aren't getting anything special for their time and loyalty.

     

    Also it leads to the concept of having to keep checking in all the time to see what Warframe is doing. Because if you don't, you might miss something. Keeping players engaged and making them believe that they cannot afford to "take a break" because they might miss something is extremely common among MMOGs.

     

     

    >> Don't get me wrong, I'm not saying everything should be available to everybody, as much as it pains me to not be able to complete my warframe collection by having Excalibur Prime, people who show their support should be allowed to have exclusive items. <<

     

    I'm confused. Are you in favor of exclusive items or against them? It seems like you're trying to argue both sides.

    ---------------------------------------------

    Topic 3 Trading Everything

    >> Why can't I trade 500k polymer bundles for 10pl to people? Why can't I trade regular Warframe parts? Or trade maxed ranked guns and completed warframes? <<

     

    a.) Because then there would a lot less incentive for newer players to unlock the star map (or, for the more system-gaming, less incentive to make friends that can taxi them around).

     

    b.) Because then you're directly competing with Warframe's store.  I don't know how much you think a fully built weapon or warframe would sell for, but considering that old prime sets can sell for 20 plat or less, I cannot imagine the store would not be undercut to the point of hilarity.

     

    c.) Because buying your way into max-rank equipment without earning it will disgust players that earn their stuff instead of buying it.

     

    d.) Because you'll end up with even more newbies that have stuff that looks really good but no clue how to use it.

     

     

    >> for those who have to work and don't have the time to grind <<

     

    It's called a booster. You can buy them for XP, credits, and resources. And for those people that barely have any time at all, you can just buy new frames and weapons outright from the store. Warframe's business model is, correctly and benevolently, "pay to skip grind".  If you're working 60 hours a week then you can afford a few dollars to get the latest gear.

     

    >> After all the plat ceases to exist once some body buys anything with it from the market. <<

     

    Which they would be less likely to do, because you want to make it so that half the things in the market can be traded with other players.

     

    >> Ducats should also be trade able <<

     

    In practical terms this is already true.

     

    >> at very least the void trader should allow optional payments with plat <<

     

    Nope. As per start of this section, you're just going to antagonize the players who earn their gear through play time.  Pay To Win is a slippery slope rather than a cliff edge so I won't say that things like this are completely P2W, but it's definitely headed in the wrong direction.

×
×
  • Create New...