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DeLawrence

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Posts posted by DeLawrence

  1. I am also leaning towards the tap/hold/toggle idea, but I was also thinking of a rework.

    The problem I personally have with the unreliability of Eclipse is that the damage/DR values change instantly, so as a player, I am enticed to find a static spot in order to feel some semblance of control over the ability...in a game about ninjas and movement where we can bullet jump and move at Mach 5.

    So, my proposition for a rework is this(and it draws inspiration from Citrine's 2):

    • BOTH buffs can be active at the same time, displayed on a METER widget
    • It's probably worth nerfing the top values a bit, IDK, should you consider this idea, I think playtesting is the only thing that will give temperature check on nerfing it or not.
    • We start with a base value(like Citrine has on her 2), you decide on the numbers, but let's say 25% DR, 25% Damage for this example
    • Standing in darkness slowly feels the DR meter, standing in light slowly fills the damage buff meter, at a rate of let's say 5%/s (now this here could prove to be a bit of a nuisance since it'll probably still require the GI fix later down the line, but I guess with the added control, that can be put on hold for a bit)
    • When switching environments, instead of losing the buff instantly, it starts to decay, maybe at the same rate, or a bit slower, you decide here. Ideally I think it should be slower, or at least, the base should be the same 5%, but it could be affected by modding.
    • Optionally, for even more control and identity on Mirage herself, you could add a small interaction where having her 1, Hall of Mirrors, active boosts the charge rate for DR to 10%/s and casting her 4 could instantly add 50% to the DAMAGE meter. This way, I think it can remain strongest on Mirage herself, while still being balanced by the charge and decay rates on Helminth, with minor number nerfs and without gutting the ability.
    • Like 4
  2. I think it's pointless to reiterate what my fellow tenno have said, so I'll keep it short in order to express my agreement to the proposed improvements

    Good initial launch, solid base for improvement, the key evolution moving forward is expanding the commands we can give to the crew, exactly as other people said. I'll spoiler a post with a few things that caught my attention and fully agree with.

    Spoiler

    -Secondary roles for each crew member, so the hybrid competency spec has a point, i.e. have crew members fill the roles of gunner/pilot, engi/def and so on, with a primary role toggle so that they do one role unless a specific action occurs mandating them to switch to the other role. 

    -Specific order issuing such as craft X, shoot Y, follow waypoint and so on

    One wild idea, later down the line, we could maybe even hire AI Tenno and assign them a full arsenal, Warframe, Primary, Secondary, Melee (similar to Wukong's Twin) so that they even gain a Warframe tactical ability. Is that maybe what you have in shop for rank 10? OR is that a Tempestarii related thing?

  3. Tomorrow, Destiny 2 launches its next season or at least we believe so, bottom line is, there's gonna be a big reveal for the season to come and probably the next fall expansion. Saturday, they had a big world event(albeit a bit long) which was a pretty big technical success. 

    I imagine DE won't sit on their asses and let Bungie claim all the hype, so I'd expect Deadlock to launch either later on this evening or even tomorrow to try and build their own hype.

    • Like 3
  4. 1 hour ago, p_silveira said:

    While it has absolutely nothing to do with my previous comment(s), I'm going to answer it anyway. People are frustrated because they are constantly being lied on the face about when things are going to hit the game. This has been happening for a loooong time now. If you are going to give people a deadline to deliver something and fail multiple times on the delivery dates you set up for yourself, for several times in a (almost?) a row, it's only natural that those people are going to get on edge about it. DE could at least give the playerbase the "real" deadlines, not keep promising to deliver something on a week when they know they will only be able to deliver it weeks or months later. 
    Guess what happens when they keep doing that? Oh, right, people come to fhe forums frustrated.

    When did DE ever give a set release date for anything?
    For as long as I can remember, I specifically recall the use of the word "targeting". That's what DE has always said: "We're targeting a [insert month] release" with a possible [insert month] delay buffer".
    They never said "We're releasing [insert update name] on [insert specific dd/mm/yy - HH:mm:ss]" (or at least not that I remember, feel free to correct me)
    I understand the content drought issue, but the frustration you're talking about comes from entitlement. As long as DE doesn't say specifically when they plan to release something, I can't get mad at them for this reason alone. Ah, if you combine poor communication with content drought and unnecessary hype, then yeah, you have the recipe for frustration, otherwise, to me at least, all complains are invalid.

    • Like 3
  5. 17 hours ago, Circle_of_Psi said:

    Huh, I keep seeing this "Poggies" meme/word going around lot, is this something I missed or a new trend of memes?

     

    Yes I kown this makes me sound like a boomer 

    PogChamp by GreenBlueRup on Amazon Music - Amazon.com

    This is PogChamp, the meme behind the derivatives, ”Poggers” ”Pog” ”Poggies”, however you want it. I don't know the exact origin either, it's some clip IIRC, but it is usually used when you're excited about something, mainly some RNG result as I see it mostly.

    • Spawning times of Enemies
      This is fine and the lower spawning distance makes it feel a bit more engaging.
       
    • Mission flow
      Because of the overall lower TTK and faster spawning, missions feel pretty fast paced now, with little breaks to blast the crewships with the dome arty.
       
    • Traveling through Railjack missions
      I may be one of the few people who think that the ship is not slower than before and that the boost values and drains are fine. 
       
    • Mission Navigation
      Not sure what this is? You mean the movement throughout the "tileset"? 
       
    • Frequency of Breaches and Boarding Parties
      Weird stuff here, in 3 runs of GP I've had no breach/electric damage and only 4 fires, solo. There might be some bug around rendering the RJ immune, maybe with the new "Tenno neutral armor profile". Also, since there can now only be one hazard from each category, you should add more functionality/annoyance to them. EDIT: Like the fellow Tenno above said
  6. 6 hours ago, [DE]Megan said:
    • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster. 
    • The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
    • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
    • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
    • ALL remaining Integrated Avionics will have their Upgrades drained.

    To all those who are still crying about disappeared avionics, YOU LOST NOTHING, READ THE PATCH NOTES.

    Now...to translate them for the masses.

    Everything you had, except battle and tactical avionics, got reverted to unranked. Every single piece of DIRAC you used to upgrade the previous versions HAS BEEN REFUNDED.
    Every avionic now only has one variant, the others were removed. To my understanding, if you had even a lesser variant( one that did not have the highest value of the three previously), you now have the one with the highest value(because that one is now the only one.) and it has been converted to whatever they did.

     

    P.S. For God's sake, STOP QUOTING THE ENTIRE FIRST POST, use a damn

    Quote

    first post snip

    • Like 4
  7. Since sentients are going to become more spread throughout the game now that we're in full New War swing...I can't help but notice that they're a really dull enemy type to fight...no, not tough, dull. Their whole shtick being status immune is annoying.
    Now that you've actually reworked status and made it great and viable...something needs to be done with the sentients. No, I'm not talking about removing their adaptation, that's their thing, but, make them vulnerable to status...although not right away. 

    I was thinking...that there's something really obvious missing from Warframe, and it's been made apparent with a little change in the mainline. That's right...we need GRENADES.
     I actually never noticed or stopped to think that we don't have such a common system in the game. And it could be the answer to the sentient problem.

    You could implement a grenade system especially a VOID(since that's the sentients' weakness) grenade. Catching a sentient in a VOID GRENADE blast radius could make it vulnerable to statuses for a brief period, say 10s.

    This is just the bland idea, I don't know if grenades should be craftable consumables with a limit of 5 per mission, or a recharge mechanic (maybe we could get some new mods affecting recharge rate, thus diversifying builds, I dunno).

    It's just an idea that sparked in my head randomly when I saw a grenade marker in game.
    Then I saw another fellow tenno commenting on the sentient status problem and I put 2 and 2 together and got this. I'm really interested what's your input on this matter and if you've ever thought of implementing something like this.

    • Like 4
  8. I will give a little piece of my mind and say that I am 100% supporting these changes, even if some of them are nerfs.Nerfs are needed, for the sake of a bit of balance, otherwise you end up with severe powercreep that is really, really hard to rectify.

    I like however how several posts here take things out of context and blow them out of proportion...

    • Let's start with the biggest debate here, arcanes.
      Spoiler

      Yes, I agree with removing double stacking while increasing their power to about 1.5x. Yes, I am aware that some might have been nerfed more than they needed to. Energize and Guardian are two of them.
      I have the feeling that Guardian's text was a typo or an oversight and that the armor value should be 900 instead of 600.

      However...Have you checked Arcane Tanker? That one gives, EVERY TIME, 1800armor for 24s. My impression with the phrasing "Cooldown added (cannot retrigger while active)" is that the cooldown is the actual duration of 24s...meaning that, yes, when it gets disabled, you will have a small window of vulnerability. However, archguns, if you don't fire any shot are immediately available if you just pop them and then get them back into the gear wheel, meaning you'll have 1800 armor at command with a downtime of about 1-2s if you're paying attention to the buff bar(which btw could use some improvements). Also...you could even go as far as looking on the minimap, seeing there's a bunch of enemies behind a door and beefing up before entering...weird, right?

      Hmm...so technically 600(or 900 if it was a typo) for basically doing nothing but getting shot at vs triple/double that for actually doing something extra, maybe even incorporating the archgun into a strategy...hmm it almost sounds like....balance? Reward for extra play? Preposterous...how dare DE make me use my brain a bit and watch my well being?

      Energize is a bit of an odd one, I'll admit, if it's turned into an energy over-time buff and will not work with channeled abilities, then it's pretty much unusable for frames that have energy drains.However, this was again blown out of proportion by some people saying "Oberon, Ember, Titania and Excalibur" are dead because they always think they're surrounded at point blank by 15000 enemies and God forbid they take 5s to get into cover and regenerate some energy if the need arises.

      Oberon: 2 Umbrals, Hunter Adrenaline,Adaptation, 100HP/s 500 armor from 3 and 2, 100% eff, a bit of range and Duration to actually be able to use my other spells? What's this sorcery? Arbi survival as long as 1hr 40m (before I got bored) and Kuva Survival of 1hr(+ fissure), no problems.
      Ember: Max Eff, 168 STR, 145 RAN, 105DUR, Primed Flow,Adaptation, AC Consequence and Guardian for some extra tankiness when casting 3 to cool down. Some people seem to think Ember's 2 was made to go up to 90 and stay there draining energy and replenishing it with 2 Energizes. I mean...it works, I guess, but it's the kind of braindead playstyle facilitated by powercreeped arcanes.

      I could continue with Excal and Titania, but I think I've made my point. I will however urge DE to not modify the way energize works, a.k.a. instant energy on pickup, and instead just tone down the effectiveness, something like 30% chance at 125-150 energy with a cooldown of 5s. That's enough IMO to not destroy its purpose, while still being convenient enough to use.

      The bigger point I'm seeing with some complaints though is that people seem to be upset that braindead tactics which require no input from the player are starting to get replaced/ made an option to more rewarding effects based on player actions...and what's worse is that these are likely the same players that yell "We want more difficulty"...guys...here it is, one step of it, difficulty can also be achieved by variety and finding new ways to match and use your equipment.

      Another point is that "You're nerfing something I grinded for". Yeah...and what's the problem here? If statistics say that some items powercreep others or are WAY more efficient than others, to the point of being the sole choice, they should never be balanced because you grinded for it? What kind of dumb mentality is that? You haven't paid for them, you have given your time voluntarily, and by legal terms, DE could decide tomorrow to shut down the game and you couldn't do anything about it other than cry. Yes, I don't agree with some changes, I give my preliminary feedback about those in a fashionable manner,test the version that goes live and then, if I decide the changes are not on my liking give my full feedback with reasoning. That's all I can do as a user.

      P.S. If you've already farmed 20 arcanes for the double stacks, you can distill the second into simple arcanes in order to upgrade the R3 into an R5.

      And again...some people take things out of context and yell "REEE you're just adding more grind", although it was explicitly stated arcanes would join the reward pool in the upcoming operation and they seemed to be SELECTABLE IN A TOKEN EXCHANGE SYSTEM, instead of RNG drops...but that's none of my business.

      Thre's people here threatening to leave the game if DE goes through with these changes. By all means, it's your time, your choice, your enjoyment. It almost sounds like "DE, I'm suing you for nerfing my arcanes, see you in court sucker.". Let's see how that goes. Anyway, moving on...

       

    • Self damage and the death of Chroma
      Spoiler

      Removal of self damage is a welcome addition from my point of view and an even bigger joy that it gets replaced with a mechanic that requires an actual input on my side. The main frustration I've had with self damage stemmed from the deaths caused by the high-octane nature of the game. Several times I've had projectiles from the Ogris, Tonkor, Bramma blocked by a jumping ally or some enemy that simply popped out of nowhere. Yes, I know there's the Punchtrhough solution, I've used it, but my counter argument to that was...why should I die from an Ogris shot from my weapon, but not an Ogris shot from an enemy? It made no sense how I could survive multiple explosions from an enemy as Inaros but not one of mine and simply alter my build to solve a problem that should not have existed in the first place.

      As for Chroma...again...blown out of proportion and taken out of context. The only place Chroma will be affected is Eidolons. And even then...with little adjustments to play style(that's called meta, ever heard of it?), it might still work. Plus, we've got new contenders for DPSing, Oberon, Gauss, Mirage, Rhino, Ivara. Are they on Chroma's level? No. Are they that much worse? Don't think so.We'll wait, test and see.
      As for normal gameplay...at low levels, enemies won't deal enough damage to fully proc the Vex...but you won't even need it, while at high levels it will likely require you standing still and getting shot for 3s to fully activate the buffs. Wow...such dead, much nerf. 
      Also, finally, our secondary weapon slot is free of the "Curse of the Hikou". Rejoice...no more stat stick useless weapon, but an actual weapon.
      If anything, this change shows us how badly designed Chroma is overall and might actually put him on a list for an upcoming rework. 


       
    • Excavation scaling - Great
       
    • Armor scaling,shield gating and slash/toxin interaction
      Spoiler

      Armor has been a problem in the game for a long time, glad to see it's mostly fixed, the S curve will definitely allow for us to use weaker frames( less survivability) to better act like glass cannons and kill enemies before they kill us. 
      Shield gating is another interesting mechanic, and a very welcome one, both for us and for enemies.
      I actually like that slash is finally not going to be the go-to damage type for everything,at least on paper... I like that I need to sort my loadout before going into a mission and choose weapons/elements accordingly instead of just throwing Crit/Hunter Munitions on everything(that had crit) or 100% Status on shotguns and be done with it. Still...until further testing...I fear that this is still going to remain meta for the most part...but then again, I need to see the changes myself before I pull the trigger on any conclusion here.


       
    • Shotgun "nerf" and status changes
      Spoiler

      I have always asked myself...if there are crit tiers which basically make 100%+ crit chance mean something, why isn't there something similar for status, like an amplified or special effect. Lo and behold, the collective hivemind at DE seems to have thought the same for a while. I can't wait to test different weapons and see how they react to these changes, how the new double procs interact with the game.
      As for the shotguns, I want to...again...se how they actually perform. Something tells me that they won't feel nerfed at all. Pre level 75 enemies and even beyond were shredded anyway by shotguns, "problems" started appearing at 100-120+ when the 100% status shotguns woul obliterate such targets due to the 100% status chance on every pellet proccing viral/corrosive and slew of slashes.


       
    • 100x Blueprints  - Cool, nothing to add here, other than maybe "About damn time..."
       
    • Railjack building cost reduction
      Pretty straight forward, a good incentive for newer players, as an older player the costs of Rising Tide never bothered me(maybe the time gate, that could've been shortened with this pass honestly, but still), but I could see how newer players were discouraged by them. Also the refund was expected of DE, but still nice too see that, props.
       
    • Railjack Bugfixes - Awaiting the list
       
    • Vauban and Titania
      Spoiler

      Titania's changes look solid, they're mostly QoL changes on an otherwise pretty good kit that was mostly ruined by RNG, I'll try her and see how she is
      Vauban on the other hand concerns me...200 armor is nice, allows for some build modifications now that we have better base. However...I had some input in a YT comment that I'll post here, regarding Vaubs:

      • Tesla Bank/Photon Strike damage difference. Is it weird if I say that I'm kind of fine with Bank being stronger than Photon Strike?
        I agree that the difference needs to be adjusted, but Photon Strike should not outright deal more damage than Bank (and it technically never could, as bank scales better) IMO.
        Here's my thought process: Tesla Bank requires a mod slot and a bit of setup, waiting for the Nervos to latch onto something, shooting at it, making sure enemies are caught by the blast etc. Photon Strike is...throw - boom - damage(respectable). So, in this situation, I would expect to be rewarded with higher damage by performing a more complex move set/setup.
        However, that's not to say that I can set up bank every time, and that in the heat of the battle I can afford to do it. Thus...even though it deals a crap ton of damage, I've opted it not to use it in my build.
        My playstyle with Vauban revolves around AoE weapons(Whoa Bramma) Bastille/Vortex + a slew of tether coils / flechettes holding far entrances so that I don't get one shot from that bombard at the other end of the hallway. Usually, the weapons I use have self-damage, so in order to mitigate that, if the Vortex collapses in my proximity I use a Heavy Attack melee build(lately the Pennant as I like the Two Handed Nikana HA animation) to decimate close targets if need be. The secondary is usually the precision weapon for nullies and other stuff (a kitgun or Pyrana). So far, the build has been working fine in Kuva Survival Fissures, Lich hunting with higher levels Grineer mobs. Yeah, he still needs some more tankiness as I would take quite a bit of damage if my flow was somehow interrupted, but I did not die as much as I thought I would.
         
      • Vector pad is a waste of an ability
        Solution: Remove it, change it to something else(more on that later)
         
      • Overdriver is sloppy to use
        I don't like that you need to throw it, it has no indicative range so you sometimes end up spamming it 4 times to buff one of your allies. Solution: Make it a radius beacon, instead of throwing it on the ground, throw it up in the air, it buffs damage in a 25m radius let's say. EZ.
         
      • He.Just.Dies. There is no raw defensive/panic stuff for him to use
        Bastille has an animation which is long enough for you to get killed at level 60.
        90-100 becomes Super Mario, you just jump and throw stuff to try and avoid damage. Sometimes, you don't, and you are greeted by an Ogris bomb from a Bombard and die.
        Solution(s):
      1. The Vector pad mine could be changed to something similar to Baptiste's E from Overwatch. You throw a mine with a 5-10m radius in which nothing drops below an HP threshold. This can be fixed at say 100 or scalable with mods(kinda tricky, may spawn some exploit builds that are useless for everything else, thus boring)
      2. Make his passive a stackable DR buff. Say 15% per stack, stacking 5 times for a grand total of 75%. Stacks would come from successfully CCing enemies with different abilities. So...you throw down a Tesla, it sticks, one stack, throw down a Tether Coil, 1 stack per enemy caught (This could be the main source as you already spam it to lock down some areas)  Each bastille gets one stack. At 5 stacks you become overcharged receiving an additional 15% DR, totaling 90%. Stacks hold for 15 and they decay up to the third one...meaning ,if you have 5 and 15s pass, you now have 4(and 60%DR, -15% from the lost stack, and -15% from losing the overcharged status), but if another 15s pass, the entire passive drops. This would reinforce his theme as an engineer CC powerhouse.

     

    • Infested damage increase  - At first glance, kinda needed to up their difficulty a tad. Let's see how this pans out
       
    • AI Aimbots - I have noticed it sometimes, getting one tapped without even being able to react, especially by boarding parties in railjack. Again, I need to see how it performs live, but overall, good intentions.
       
    • Rewards cleanup
      Spoiler

      Not gonna lie, it's a nice little change, but the entire reward system needs a revamp and scaling, now that you've toned down enemy scaling and are confortable sending people to higher level enemies without them coming to complain about how tough thy are, I guess it's time for at least another set of difficulty nodes(same nodes, just another selectable instance with levels starting from...say 75, since it's the magic number all the balance changes have revolved around). Start testing with quantity, then maybe with quality (vaulted relics, warframe parts, weapon blueprints or even built weapon drops etc.

    • UI QoL - Good stuff
       
    • Sentinel mods sharing  - Good change, same "About damn time" category as Blueprints x100
       
    • Liches and murmurs
      Spoiler

      The system still has a lot of issues. The biggest one is the fact that it's still disconnected from the main game. While this remains true, no amount of changes and balance will make it more appealing.
      I once again call for at least death squads of 5-10 Thralls that come and bug you in normal missions, even special ones, maybe apart from sorties. At least that. 
      Further reasoning for that is the fact that you've made Liches Opt-In. As long as you opted in...I find it natural for the Lich to bug you and annoy you in any way it sees fit. Stealing stuff was a decent idea...but you know how pissed I am when they steal 13 endo while I have a pile of about 50k in my deposit? Really...really pissed. /s



      This is, good and bad, my feedback on the changes and on the feedback/issues some people take before trying the changes. I hope I offended everybody :).

     

  9. After playing a bit more with the Railjack and getting virtually every single avionic there is, I've noticed an issue with the battle avionics...they're very few and kinda boring, in the sense that, once you get them all, Void Hole, Ram and Vortex are virtually the go-to setup. 

    The others are literally unusable in my opinion, they're cool looking, that's for sure, but damaging ones like Shatter Burst and Seeker Volley do little to no damage to Veil enemies. This is not necessarily a game breaking issue right now, I understand there is tweaking to be done to damage, scaling and other parameters. However, I'd like to see more variety/choices of equipment, some made, as you hinted in the TennoCon demo, on the fly. This is when I thought," What if battle avionics had a set of 3 augments each, that were toggleable on the fly for a small flux cost(like, 10-25 or so)?" 

    I didn't choose 3 because it's a magical number, no, I did it because you can link it with something that's already in the game: grid slot enhancement. Since there's 3 grid slot upgrades...these should also be the 3 augment slots for each battle avionic. Given how capacity is still being tweaked, I don't think these augments should cost any capacity. The flux requirement to switch between them should be more than enough.

    These augments should bascially change the way an avionic works in order to make it suitable for a use scenario. For example:

    Particle Ram;

    • Augment 1 - Particle Shield - The Ram changes shape and envelops the Railjack in a bubble like shield that absorbs damage for x seconds/hits. The Railjack moves y% slower while this effect is active.
    • Augment 2 - Particle Nova - The Railjack comes to a stall, creating a particle ball in front of it and rendering the ship immune to damage. Damage "taken" while in the stance gets absorbed into the ball. When released (could be a flux drain/hold button mechanic), the damage is then dealt in a 750m(this needs testing, as distances aren't quite eye-bally in space) radial explosion, multiplied by something(seconds active, damage threshold etc.)
    • Augment 3 - Particle Vaccum - Particles flow outwards in a range of 1000meters, then inwards grabbing all the loot in the area. (Sort of like Hildryn's Pillage). This also deals some damage(enough to break containers, rocks and stuff)


    This could also open up variety in normal modding. Like for example...right now...al we do is just pump HP and armor into the ship and call it a day.
    This is the setup I use...ship's just pure bulk and firepower... Having the augments I described above, would maybe make me drop the Vidar Reactor in favor of one with more Flux, drop the Bulkhead to a lesser cost one etc. etc.

    M5sYYQe.jpg

     

    Another example of augments:
    Blackout Pulse

    • Augment 1 - Seeker Pulse - Instead of one big pulse projectile, it shatters into 5-10 little seekers that stop and disable enemy fighters.
    • Augment 2 - Healing Pulse - Emits a 500m radial healing pulse of 250 HP/s for 5s(regardless of ally stat, this could mean that you could be in a crew ship on foot and get healed)
    • Augment 3 - Hijack Pulse - Hold the 1 key for 3 seconds, then discharge a pulse that converts the target into an ally for 30s. After the effect ends, its alert state is reset.

     

    These are just some examples...I'm sure the devs and other memebers of this community can come up with far, far more and better ideas than I can. I wanted however to propose a way to make gameplay more varied without compromising slots, mods and other parts of the modding experience. Instead of having a separate battle avionic for what I just described,driving their number to 1500 out of which only 10 might be viable, existing ones can be molded into more specific tools.

     

  10. After playing a bit more with the Railjack and getting virtually every single avionic there is, I've noticed an issue with the battle avionics...they're very few and kinda boring, in the sense that, once you get them all, Void Hole, Ram and Vortex are virtually the go-to setup. 

    The others are literally unusable in my opinion, they're cool looking, that's for sure, but damaging ones like Shatter Burst and Seeker Volley do little to no damage to Veil enemies. This is not necessarily a game breaking issue right now, I understand there is tweaking to be done to damage, scaling and other parameters. However, I'd like to see more variety/choices of equipment, some made, as you hinted in the TennoCon demo, on the fly. This is when I thought," What if battle avionics had a set of 3 augments each, that were toggleable on the fly for a small flux cost(like, 10-25 or so)?" 

    I didn't choose 3 because it's a magical number, no, I did it because you can link it with something that's already in the game: grid slot enhancement. Since there's 3 grid slot upgrades...these should also be the 3 augment slots for each battle avionic. Given how capacity is still being tweaked, I don't think these augments should cost any capacity. The flux requirement to switch between them should be more than enough.

    These augments should bascially change the way an avionic works in order to make it suitable for a use scenario. For example:

    Particle Ram;

    • Augment 1 - Particle Shield - The Ram changes shape and envelops the Railjack in a bubble like shield that absorbs damage for x seconds/hits. The Railjack moves y% slower while this effect is active.
    • Augment 2 - Particle Nova - The Railjack comes to a stall, creating a particle ball in front of it and rendering the ship immune to damage. Damage "taken" while in the stance gets absorbed into the ball. When released (could be a flux drain/hold button mechanic), the damage is then dealt in a 750m(this needs testing, as distances aren't quite eye-bally in space) radial explosion, multiplied by something(seconds active, damage threshold etc.)
    • Augment 3 - Particle Vaccum - Particles flow outwards in a range of 1000meters, then inwards grabbing all the loot in the area. (Sort of like Hildryn's Pillage). This also deals some damage(enough to break containers, rocks and stuff)


    This could also open up variety in normal modding. Like for example...right now...al we do is just pump HP and armor into the ship and call it a day.
    This is the setup I use...ship's just pure bulk and firepower... Having the augments I described above, would maybe make me drop the Vidar Reactor in favor of one with more Flux, drop the Bulkhead to a lesser cost one etc. etc.

    M5sYYQe.jpg

     

    Another example of augments:
    Blackout Pulse

    • Augment 1 - Seeker Pulse - Instead of one big pulse projectile, it shatters into 5-10 little seekers that stop and disable enemy fighters.
    • Augment 2 - Healing Pulse - Emits a 500m radial healing pulse of 250 HP/s for 5s(regardless of ally stat, this could mean that you could be in a crew ship on foot and get healed)
    • Augment 3 - Hijack Pulse - Hold the 1 key for 3 seconds, then discharge a pulse that converts the target into an ally for 30s. After the effect ends, its alert state is reset.

     

    These are just some examples...I'm sure the devs and other memebers of this community can come up with far, far more and better ideas than I can. I wanted however to propose a way to make gameplay more varied without compromising slots, mods and other parts of the modding experience. Instead of having a separate battle avionic for what I just described,driving their number to 1500 out of which only 10 might be viable, existing ones can be molded into more specific tools.

     

  11. I think that the "All Archwings have blink now" was not only a way to adress the Itzal nerf speculations but also signal a rework of Archwings in general. I don't think giving every Archwing blink is all they had in mind, because that discussion is a few weeks old now and doing something as simple as that would have taken maybe 2 weeks at most. We would have had these changes by now if that were the case.

  12. I just did the Nightwave challenge in the Void, Oxomoco. I was surprised as well, I was doing the mission just for completing the Star Chart.
    I'm pretty new so I don't have any stealth frames yet.

    I don't know if it's intended or a bug. It definitely looks sketchy as "not being detected" to me means no enemy seeing you and shooting at you.

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