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[DE]Momaw

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Posts posted by [DE]Momaw


  1. Who? Join Rebecca and Warframe devs Steve, Geoff on the couch to talk all things Warframe - Scott will be joining us through chat!

     

    >> and first-time guest [DE]Glen <<

     

    I approve.

     

    >> Scott will be joining us through chat <<

     

    But it's so fun to watch Scott get annoyed when people try to tease things on the stream. :D

    • Upvote 8

  2. Name Suggestion: Combat Medic


    Behavior: The heavily armored combat medic supports Grineer forces in the field and keeps them in fighting condition.  When a Grineer soldier goes down near a Medic, they will lay on the ground disabled like a player would. The Medic will attempt to move to the soldier and revive them, which takes a few seconds.  The soldier is restored with half health. If no Grineer need to be revived, the Medic will stay behind other soldiers and pulse out healing to his allies. Medic has low aggression and will attempt to run to other allies if he is the last one left alive in a squad.

     

    Attacks: While a Medic is in his passive supporting mode, he can attack with a basic pistol.

     

    Environment restrictions:  NEVER spawns alone.

     

    • Upvote 8

  3. Trinity not single handedly taking you to wave 100+ anymore = "Trinity is useless"

     

    lol

     

    I guess all the other frames who don't have overpowered broken skills are useless too right?

     

    You were trying to be sarcastic, but if we are talking about late T3 gameplay, then yes: Frames without "overpowered" abilities are useless.  Level 80+ enemies can kill you basically instantly. The only ways to survive are to either become invulnerable, or to break combat.  Trinity makes the team invulnerable, that's why she is useful.  Frames like Excal (blind), Loki (disarm), Nyx (chaos), these all break combat and makes the fight one-sided in favor of the players.  How many Oberons or Zephyrs do you see doing hour long T3 defense or survival? Answer: none. Because they are useless in that context.

    • Upvote 6

  4.  



    Trinity:
     
    -Blessing:  Damage immunity is now based on the percentage of health healed (ie: healing 90% health will grant 90% immunity).  This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.
     
    Bad. Firstly because this forces Trinity players to do nothing but stare at their team status in order to be reactive instead of being able to "set it and forget it" and continue playing.  Secondly because in the places where Trinity was actually necessary (late T3 gameplay, nightmare modes), damage to health racks up so fast that it becomes virtually impossible to get a Blessing off in the brief moment between a team mate taking damage and going down. And thirdly because in those same situations, anything less than about 90% damage reduction will not even be noticeable.
     
    -Energy Vampire:  Will now pulse one last burst from the victim when it dies, releasing any remaining energy; this should make the power useful even when the enemy is killed prematurely.

     

    Good.  Relying on team mates to be observant doesn't work. ;)

     
    Banshee:
     
    -Silence: Is now a radial ranged effect that moves with you. As enemies enter the radius/area, they experience a ‘sonic disturbance’ which they react to. This disturbance deafens the targets and affects their awareness.

     

    Good. Maybe? I am wondering about "which they react to".  It kind of defeats the purpose of a stealth ability if the mere act of using it is incredibly unstealthy.  Wait and see I guess.
     
    -Sound Quake: Players can now control when to deactivate Sound Quake, with the option to toggle it on or off.  Sound Quake will consume energy per second while active.

     

    Good.

    Nyx:
     
    -Absorb: Players can now toggle Absorb on or off.
     
    Both toggling changes to Nyx and Banshee will give players more freedom instead of being locked in place while the rest of your team runs around.  It should also add a nice element of resource management to both Warframes, rather than being stuck in place at the cost of X energy.

     

    Good.

     
    Volt:
     
    Shield: increased size of Volt’s Shield for better team usage.

     

    Good.
     
    Hydroid:
     
    Undertow: will now be toggleable.

     

    Good. I'd be far more interested in trying to find a use for this thing if it didn't take me out of the game for a minute at a time.

     
    Ash - (coming around a few more corners, likely to follow the rest of the above changes at a later week):
     
    -Shuriken: Added forced bleed proc to attacks, no change to base damage.  This should help buff the damage to Shuriken without making its direct damage over-the-top.

     

    Meh. Since bleed scales off initial damage, there is still the same problem of doing either way too much damage to low level targets or not enough to really affect high level targets.  A better change would be to inflict a "panic" effect that causes enemies struck to stop fighting for a couple of seconds while they react to the shuriken hit.

     
    -Teleport: Enemies are now open to finishers when teleported to, giving it more aggressive utility in order to make Teleport more appealing for use in combat.

     

    Good. Ish. I kind of feel like this was the intended functionality from the beginning. Concern about how finishers have serious trouble actually finishing targets.  Serious buff or rework of the Finishing Touch mod may be necessary to reward this play style.
     
    -Blade Storm: Now produces clones of Ash, enabling him to kill more targets quickly.  Ash will also re-attack targets if they survive the initial attack.  Added forced bleed procs to Blade Storm strikes.
     
    The change to Blade Storm should also shorten the amount of time a player is stuck in Blade Storm dramatically, without a reduction in damage or looking cool.
     

    Good.


     
    • Upvote 14

  5. This will probably seem like a really simplistic question since I'm not a graphics engine programmer guru, but...   If it takes so much time to translate your shaders through the video driver, can you capture the "compiled" version and save that for later use?  Stamp your compiled shader with the driver version it was compiled under, and if anything changes on the user's video hardware, rebuild your cache?

    • Upvote 3

  6. Name Suggestion: Plated


    Behaviour:  The Plated is a front line tank for the collective. About 1 meter tall but very long and heavy. He has extremely thick armor on his head, chest, legs, and most of his back. Only attacks to the belly or rear do full damage. Turns to face opponents to get best use of his armor. He moves slowly and turns slowly, so can be flanked.

    Attacks: Plated has a huge maul of a tail. His basic attack is to squat his front end down, raising his tail, which he sweeps in a large circle over his back hitting everybody around.  If there are multiple enemies nearby, he can also do a ground slam with his tail to knockdown.

    Environment restrictions: None, but uncommonly seen

    (Optional) Art or Reference Images: 

    tVDsC4w.jpg

    (creative commons: modified from original image at http://en.wikipedia.org/wiki/File:Euoplocephalus_BW.jpg)

    • Upvote 4

  7. As the game accumulates more and more warframes and weapons, accusations and concerns about power creep are only matched by complaints about things underperforming and being kind of useless.  How does DE decide what is fair and reasonable? How do you think about "balance", and what metrics if any do you gather to make sure that your releases meet your expectations in the wild?

    • Upvote 6

  8.  



    For those of you who tuned in, you'll recall we forgot to show the fourth melee video. Here it is now:

     

    I was kind of wondering whether I should put forma into my orthos prime and whether it would still be a good weapon after Melee 2.0.  Mm.

     

    I greatly approve of the full extension thrust there at the end. The whole reason you use a polearm in real life is for the reach advantage it gives you against opponents with shorter weapons.


  9. Redtext transcribed for humor and posterity.   (text color appears to not work anymore...?)

     


     

    Hotfix 12.4.6 inbound in 5 minutes. Just a wee one this marnin - yer in fer some luck o' the Irish today.

    4 minutes til we be Hotfixin'. Why, 'tis St Patricks day - which means     DOUBLE RESARCES day o' course! Aye and it lasts 'til noon t'marra too.

    Hotfix headin' t'wards yer arses in just 3 minutes. I - ugh, I give up. Trying to replicate this brogue in text is absolutely bruta. Sorry to all the leprechauns I've offended out there.

    2 minutes until Hotfix. In case you couldnt decipher what I said earlier, DOUBLE RESOURCES bonus is happening! DOUBLE the Orokin Cells, DOUBLE the Neurodes, DOUBLE the... FERRITE!

    Hotfixing in 1 minute. DOUBLE the Oxium, DOUBLE the Neural Sensors, DOUBLE the Nanospsores!! And you don't even have to kiss the Balrney Stone for that either! (unless you really want some lucky lip fungus too)

    • Upvote 12

  10. Right, well, my feedback.

     

     

    1.) Frost is the slowest frame in the game. The slowest. Period. Rhino has his Vanguard helmet that pushes him from being in the slowest to one of the fastest, and costs basically nothing to use. Frost, on the other hand, is an exercise in frustration. DE has designed a coop game where the majority of players simply do not give a rat's backside about their team mates. There's no incentive to stay together or work together, it's every man for himself, and that means that if you're not able to keep up then you don't play. You just run behind everybody else through nearly empty levels picking off stragglers and looting the bodies. You can equip Rush, aye, but why should this frame be forced to spend one of its precious mod slots to gain basic functionality? Nobody else has to.  Frost was welcome at any Defense party despite his slowness because he was an invaluable contributor and he didn't need to go anywhere. That's not the case anymore. If you're trying to make him a more "all around" versatile frame, he needs to be faster.

     

     

    2.) Freeze is still pointless.  It's occasionally a novelty for solo play, but otherwise a waste of energy. This ability should leave a lingering speed debuff on affected enemies even if they get knocked out of the paralysis state, and gain automatic targeting so that it instantly hits the closest enemy to the crosshair when triggered.

     

     

    3.) Ice Wave is still terrible. It's an AOE ability that is completely reliant on level geometry to funnel enemies into the correct formation for it to work.   This ability should become a 45 degree cone, and push enemies away in addition to chilling them. Bonus points if it leaves a field of jagged ice spikes that hurts enemies who walk across them (should reduce initial damage if that be the case).

     

     

    4.) Snow Globe....    Right, the crux of the matter for most people. The reason people loved this was because it just worked, against any level of enemy and any quantity of enemy. Giving it hitpoints, be they reinforced by armor or not (lol), removes that feature. If you take into the kind of Defense scenarios where it used to be invaluable, it will get battered down in seconds without the support of crowd control frames.... who don't need YOUR support to do their jobs, which means Frost is irrelevant for that purpose.

     

    Personally I'm inclined to vote for radical overhaul on Snow Globe;

    * make it move with the player.

    * make it add stacks of slow to enemies each second they are inside. Enemies that reach enough stacks of chilling slowness will freeze completely as per the ability Freeze.

    * does not block projectiles either incoming or outgoing;  instead, gives allies inside the globe a large damage resistance bonus.

     

    5.) Avalanche works better than it did. No particular complaints about this.

    • Upvote 5

  11.  

    Megan" post="2048815" timestamp="1391815024"]
     Continuous Fire Weapons
    The request for continuous fire weapons to be reverted back to showing a ‘damage number fountain’ is a double sided argument. Some players enjoy the new ‘condensed damage number fountain’ and some player’s want it reverted. So where is the middle ground? The reasoning behind the change was to make it more obvious for players who are applying damage mods, as it’s easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster.
    The satisfaction of seeing numbers fly while using continuous fire weapons is what’s being missed. Feedback and suggestions have been noted.

     

     

    What you do is this:    Every tick of damage generates a small-print number which flies off the enemy and into a slightly larger-prpint number, which sums all the ticks and updates every second or half second.  Several other games do this and it works great.

    • Upvote 4

  12.  

    Hotfix 12.0.3
     
    HUD Changes

    - Reticle and Mod card images are no longer affected by HUD Scale

     

     

    I was actually going to complain about this, this morning. Damn you DE for preemptively catering to my every whim!

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