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[DE]Momaw

Warframe Staff
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Posts posted by [DE]Momaw

  1. > Frost

     

    Somebody will be by shortly to tell me why they think this is stupid because it's not corrupted out the wazoo and can't do a 6-hour T4 survival, but I generally roll with:

     

    5IX2O8c.jpg

     

    The reasoning is to increase survivability between snow globes being up. Fast Deflection is very handy for warframes that can stop taking shield damage when they need to, handspring adds enormously to survivability in complex battles with knockdowns everywhere. Armor adds to my snow globe strength a bit, but also bumps me up from about 1/3 damage reduction to over 1/2. Long duration is handy at low levels, but once things get serious you can really only guarantee that your snow globe will last about ~8 seconds (4 seconds absorb time, 4 seconds deplete time), so it's not worthy burning a bunch of slots on.

  2. DE collects data from your client that describes where you were when you used Unstuck.  Clearly the intention is to fix those problem areas if people keep getting stuck in the same area over and over.   Using Unstuck for any other purpose than actually being stuck is just contaminating their data and sabotaging their efforts to make the game better.

     

    So I'd say don't do it.  *shrug*

  3. So tl;dr if i have a quad core processor and i want a better performance i can enable the option in the EE.log but i have to expect crashes if i do it?

     

    There's a chance that it might crash. A small chance, given how many people have been trying to reproduce this bug without success.  More the point is hoping there's people in the community that will be willing to take a (small, mildly annoying) hit for the team to help figure out what's going on.

  4. With the change to Roar now having the potential for quite a substantial duration, it feels kind of sad that the augment Piercing Roar just inflicts regular Puncture procs (which have a duration of 6 seconds flat).

     

    Anybody else feel like Piercing Roar should be changed so it matches the duration of Roar?

  5. I get the impression that DE wanted the mind controlled target to act like a pet and prioritize following you around, but that is not what people want.

     

    Even when following they should be aggressive about shooting at enemies.  I mean look at the syndicate allies. Or look at the rescue target, when you're doing rescue. They're seriously trigger happy. Mind Control pets should try and stay close to you but not to the exclusion of everything else. It feels like the "follow player" AI task has insanely high priority, to the extent that they will rarely shoot at any enemy that doesn't shoot them first.

     

     

    Basically their AI should look like this:

     

    if DistanceToMaster > 15 meters,

       Priority List = 1. follow player, 2. return fire, 3. engage nearest enemy within 50 meters

    else

       Priority List = 1. return fire, 2. engage nearest enemy within 50 meters, 3. follow player

  6. I don't see a problem with Mind Freak in concept. It's silly to complain about scalability when there's plenty of abilities that stop working at stupid levels, because the game isn't designed to work at stupid levels.  Being able to mind-control an Eximus Heavy and have it do 500% damage to its team mates is relevant anywhere on the star map.

     

    More the issue that Mind Control itself doesn't so much control minds as break them entirely. Enemies spend 90% of the time trying to hug you and be your friend instead of shooting.

  7. Akbronco Prime takes a lot of crafting, but it's not mastery trash because it's hard to craft....it's mastery trash because it's a clumsy inefficient weapon. People were not actively interested in this or asking "When is it coming out??" There's a few die-hard fans of the thing but I don't think I have ever seen anybody using this in-game unless they were ranking it for mastery.

     

    Contrast:  Vasto and Lex are both pretty popular and people do keep asking when the dual primes will be made. It's anticipated because these are good weapons. I'm sure people will grumble about the build requirements... then they'll stop grumbling and get the stuff together and enjoy their new weapon.

  8. Discuss.

     

    Peacemaker is

    * a zero-skill aimbot. It is the opposite of playing a game.

    * lazy as hell. People have literally asked if there is a way they can keep it going while they AFK.

    * anti-cooperative. Players are forced to be hallway heroes to be able to do something i.e. play.

    * bad for the game. Encourages abusive farming strategies and extreme rewards for people that do not earn anything with skillful play.

     

    Needs to be reworked into something that represents the opposite of these traits.

     

    </discuss>

  9. Or maybe you could just use the far more fun and fluid non-melee based mobility options that parkour 2.0 will give you.

     

    Players are going to use what is efficient and practical.  If parkour 2.0 cannot get you to your destination at least as fast as a Rush Loki running on foot, then it's not practical, and if it can't do it without requiring ten different key presses and millisecond-accurate timing, then it's not efficient.  Coptering works because it's both.

     

     

    If exploit came out of bug it doesn't mean it always have to be embraced. Look a bunny hopping which is way more similar to coptering. How many modern games embraced it?

     

     

    I really wish everybody would get off their high horse about coptering being an exploit. It took DE all of two weeks to fix Viver and the syndicate reputation system. If they actually thought coptering was game breaking, they would have taken it out some time in the 2.5 years that they've known about it.  A better question for you to ask is: How many games have bunny hopping and then took it out after the player community embraced it?

     

     

    Coptering doesn't close gaps between you and the enemy.

    It gets you behind the enemy and into the wall.

     

    So don't copter quite so hard. You know you have control over distance based on your approach speed and how long you hold the keys, right? Or do a ground slam to drop down. Or throw in an air melee to change direction. Or take off the Zerker mod, since that's generally the culprit when you get launched across the universe. Or... don't copter if the enemy is close to you. Do a slide attack instead; faster than walking, but without the airborne sustain that gives long range mobility.

     

    Ironic that people would complain about coptering being too easy, but then also complain about it being uncontrollable....

  10. Coptering

    Coptering was never limited by stamina in the first place, since you can do it as long as you have even a sliver of stamina left. Even in a brave world of no stamina, it still makes sense to keep coptering because it's fluid and efficient. Some people say it looks silly and breaks the flow of the game... I say, I'm too busy looking at the terrain and planning my moves at high speed to care what it looks like.  My deepest fear at the moment (well, one of them) is that DE will remove coptering and force us to use only the new wall running and flinging mechanics, which cannot possibly be as flexible and intuitive to use.  It would be like adding Melee 2.0 but removing the quick attacks so that every melee action was a combo: extremely specific to a given situation.

     

    As far as movement speed, I think it's fine now. What's really needed isn't a nerf to player mobility, it's more incentive for them to stick together and work as a team.  Parkour 2.0 won't bring that, it's just going to change who's really good at playing the mobility game and leaving everybody else behind.

     

    Spy

    I'm okay with spy missions being mainly solo.  There's other mission types that are mainly team oriented, like Defense or Interception. Giving players who want to play solo a mission type that feels like it was designed for them, instead of always fighting the system and having to be ten times better than other players to play without a team in a team-oriented mission, can only be a good thing. Variety, choice, etc.

     

    Completionist

    I haven't *completed* my codex, only because there's some things that are virtually impossible e.g. there's only one place we can find an Arcane Machine and it's not farmable.  And I don't think I've ever seen an arid eviscerator eximus.  In general I feel compelling to complete most things that give me gameplay advantage/alternatives, or contribute to the game's story. The codex falls into both categories, since some enemies have interesting background and scanning things also helps me find mods I want. An example of something I don't collect are noggles. Purely cosmetic and kind of goofy. I want to be immersed. If you want me to be amused, then amuse me with characters, not goofy.

     

    Balance

    Warframe is all over the map as far as gameplay balance. Without a clear sense of whether weapons are supposed to be equal-but-different, or tiered, it's impossible to say objectively whether something like the Kraken should be buffed up. My yardstick is whether weapons are fun to use and well represented in the player base (equal but different: under used, Kraken buff = yes), but it feels like DE is perfectly willing to abandon things to languish while introducing newer, slightly better weapons (tiered: old and easy to make, Kraken buff = no). Weapon stats are very bad at understanding the difference between theoretical and applied DPS, and also understanding the difference in opportunity cost for slow or awkward weapons compared to really user-friendly ones.

     

    And for warframes...   The most pressing balance problem in Warframe, IMO, is the prevalence of "press 4 to win" type frames and tactics. Killing enemies should be the result of players showing skillful, interactive manipulation of the game. Screen-clear nukes and literal aimbotting make some frames completely and utterly dominate missions at "low" (like, less than 40) levels, to the point where no other players are necessary...or even encouraged to play.

     

    Enemy factions...  Infested are a nightmare to fight compared to the others. Just way too much synergy going on between the constant knockdowns and grapples, time-dialating goop, bugs, shield-penetrating damage (in a game where only 1/10th of frames have easy healing ability). In general with monsters the thing DE needs to keep in mind is that most of the time we face things in hordes. It's nice that your designers want to make cool monsters with buffs and interactive attacks and stuff, but when you bring that design into the actual gameplay where there can be 30 monsters at a time...

     

    Rewards need to distributed more evenly across mission types. Like currently there's no practical way to get a ton of fusion cores other than Triton excavation. Too much "Sigh, we got this useless thing AGAIN??" going on in most reward paths. Won't comment on void drops since you already have big plans in that area.

  11. My hands. :)

    For reals tho, I haven't seen a single shotgun user in the trials or raids ("end game" as you will) that I do with a friend who finds colorful people all the time.

     

    I used a strun wraith in Prime Time when we did the trial on nightmare mode!  Modded for max status chance and punchthrough, every shot was causing blast procs and knocking enemies down.

     

    In my ordinary gameplay, used both Strun Wraith and Kohm yesterday.

  12. I'm going to remember this thread as a few people shouting at the government for destroying a public building when they asked, begged, protested, and voted for a brand new one to be built in its place wing to be added.

     

    Fixed that for ya.

     

    I'm all for trying new things. I'm not in favor of ripping something out that a lot of people like and use to make way for it.  Nothing that we have seen suggests that Parkour 2.0 and melee coptering are mutually exclusive. Don't raze and rebuild; expand and improve.

  13. Well...

     

    I don't really care if someone tells me how to play, because I won't listen if I don't want to.  The problem is when they want DE to leave bugs, glitches, exploits, and imbalance in the game because it benefits people who like to play broken.

     

    Don't play broken and you won't regret its removal.

     

    See I used to think coptering was an exploit too, way back in the day.  But the developers know about it. It was canonized in an update where they made the physics somewhat more tunable.  The whole "melee is for coptering" thing can be traced back to [DE]Glen, who does this all the time.

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