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Gamer_Auto

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  1. IDK. Maybe this could be a minigame added to the Plains, Vallis, & Drift to make Ore/Gem farming easier. But as something to take the Necramech slot? Not sure that could work. Honestly, I just want to fight the Orowyrm in my Railjack as was teased when Railjack first came out. Lavos has some snake themes, but a Frame dedicated to the idea might happen one day. We've already got Frames centered around summoning other animals.
  2. Don't be a jackass. Part of me does, yes. I can't stand having those Codex Entries visible but being unable to fill them. And I know it's pie-in-the-sky thinking. But in the event they were, then not as a regular Prime Access. It would need to be special, like the way I suggested in the damn top post. If you're not going to actually read and take part in the conversation, then get the hell out. It's not. It's a question to Founders, to get their input on a hypothetical. You're just here to be a jackass. Leave.
  3. You obviously didn't read. Get out of my thread if you're not actually going to read it.
  4. I expect him to essentially be a better Lavos: not as many combos to worry about, not heavily reliant on a signature weapon/heavy status spreader to make his 4 actually worth something.
  5. Context for those peeking in who don't know: Many Founders have gone AWOL and never returned, for multiple reasons. Many of those accounts still have the original Primes in their inventories. My question to any remaining Founders is: In the highly improbable event that DE were to release the original Primes to the larger public, would you be okay with that, and how would you prefer it to be done? And this is strictly talking about the items, and not the other perks. IF they ever did it, I could see it as a raffle where X amount of people (with X = inactive Founders) are picked at random from a pool of entrants. I could see the bundle being something only dusted off once every TennoCon season, either as a contest prize, an extremely rare Twitch Drop, or an extremely rare Twitch Giveaway. And considering we already have Excalibur Umbra (whose stats are exactly equal to ExcalPrime), they could only re-release Lato and Skana Prime with the above conditions, just so we could have the full Prime Braton-Lato-Skana set available to the public.
  6. You're totally misunderstanding me, but I'm tired of trying to explain myself. Go ahead and believe whatever you want to believe I meant. Makes no difference.
  7. We have 14 different damage types accessible to players (including Void, not including True or background calculation types). DE could (and probably should) make a unique combat experience for each faction. Let's use the two most common enemy factions, Grineer and Corpus, as an example. Grineer could easily have Cloned Flesh or Machinery as their "under the armor" health type depending on if the enemy is organic or mechanical, and can then have Ferrite or Alloy armor layered on top of it if the enemy is a Light or Heavy unit. And no Grineer enemies except Liches or other types of Bosses could have Shields (not Proto Shields, just basic shields). Similarly, Corpus can have Flesh or Robotic (organic or robotic) under a layer of Shields or Proto Shields (Light or Heavy). And no unit other than bosses or Sisters could have Ferrite Armor. This not only fits with the lore behind each faction, but it would make you think a bit about what you're bringing to the mission regardless of whether you're a newbie just starting out or a veteran going into his daily five hour Steel Path Survival run. Like I said in the top post, there are only a handful of enemies immune to status: Grineer Regulators, Desert Skates, the Eidolons and Vomvalysts, the two Orb Mothers, Ropalolyst, Arbitration Shield Drones, and the three Thumpers. After that, the only enemies with partial immunity (to only Viral, btw) are Ambulas, the Deimos Heavy units (Carnis, Genetrix, Jugulus, Leaping Thrasher, Therid, Saxum, Boiler), and the Demolisher Leaping Thrasher. Now, I'm not saying every enemy needs a full immunity. But each unit could have resistances to procs with the same intensity they resist that proc's associated damage type. It makes you think first instead of bring your mass status spreader and your Condition Overload crit stick to literally everything. Perhaps, but people at the current endgame have mod setups that completely outclass whatever they fight. The only way those people get any challenge is extremely long Solo Steel Path Survival; and that's just a band-aid fix because all that does is spawn more enemies. The stats get massive, but are largely irrelevant because they're still one-shot with Crit-based Condition Overload Smite Melee. Thank you for the correction. For some reason I thought Kullervo had an ability that stripped armor.
  8. Please note that I was NOT referring to enemy AI. Just enemies in general. On one hand, they're absolutely brilliant (example: unique factions with unique takes on similar ideas, similar yet distinct health types that have their own weaknesses and resistances). On the other hand, they're really stupid (example: cross-pollination of health types even if it doesn't make sense, some enemies are specifically made to be a metaphorical (or with WitW,a literal) brick wall that prevents players from doing what the game is made for players to do (see Nullifiers, Overguarded enemies, and anything with knockdown/stagger/otherwise action impairing attacks)). While an entire conversation on this topic has probably been had since the game began and will continue to be relevant for it's entire lifespan, this thread is specifically looking at enemy health types, how they're copy-pasted between multiple factions instead of being unique to a single faction, how weaknesses and resistances are inconsistent (sometimes the resistance includes a proc, most times it's just the raw damage), and how resistances are only a minor inconvenience in the rare moments they happen to be any kind of factor in the overall gameplay because in 2024 big number go brr.
  9. I think one of the meta strats is using Epitaph to mass-prime, then use a high-crit Melee to wipe out entire squads via Condition Overload.
  10. Y'know, you post that, and I'm just thinking "I wonder why they made enemies so dumb". Like, we have three weapon slots. In my own ideal version of Warframe, you would have one weapon for multiple enemy types. Melee for the enemies that get close, Secondary for light ranged enemies, Primary for heavy enemies; and you should only have to do a meticulous build for a particular boss type like Liches/Sisters or Eidolons or Spider-Mamas. And then you come in here posting that and it's like...with the right setup, that's all contained to one weapon. Probably either an explosive Primary or a Melee. And that leads me to why I initially made this post: we need more diversity in combat, because Warframe's mechanics as they are now are stupid.
  11. If one were to ask me, Gas should really only be super effective against Infested (Grineer & Corpus organics have filtration tech, and their machines are...well, machines). I know that the Infestation is supposed to be this hyper-adaptive biomass, but we have Helminth. It could be very easily explained that Helminth can alter the chemical makeup of the Gas to keep pace with the rest of the Infestation adapting to it. Same with Viral and Toxin. And fire should obviously be hyper effective. We don't even really need Corrosive on weapons anymore, though. Not with all the Armor stripping abilities on the Warframes themselves (Styanax, Kullervo, Hydroid).
  12. Right? Logically they should be immune to biological warfare. The only explanation I could pull out my rear-end is that Toxin, Gas, and Viral damage dealt by Tenno is somehow derived from the Helminth. Otherwise, non-organic enemies should be immune to the procs as well as the damage. I don't necessarily want it to take 5 minutes to kill one Lancer. I just want the spread to make sense. That's why I said this was smooth-brain level. I would have to get someone who actually knows this system inside and out to draft up an actual revamp. It's not at all controversial to say Heat is good, because Heat procs also have temporary armor strip.
  13. SPOILER TAG IS SERIOUS. I need to talk about the whole game in it's current state in order to prove my point. And thank this video for giving me this idea. TLDR: Damage 2.0 is bloated and easily exploited to make highest-level gameplay trivial, so it could probably use some simplification and fat trimming. --------------------------- By playing Warframe for even a few hours, you'll come across Damage Types. Physical, Basic & Combo Elemental, and Unique. Physical is IPS: Impact, Puncture, Slash. Basic Elemental is HCET: Heat, Cold, Electric, Toxin. Combo Elemental is (there's no snappy acronym for these): Blast, Corrosive, Gas, Magnetic, Radiation, Viral. These are special because you cannot utilize two combos that share a parent. Example: You cannot mod both Blast (Heat + Cold) and Viral (Cold + Toxin) onto your weapon. Unique is special stuff: Void, Tau, True, and the background info that actually makes the game do the funny number thing. You'll also come across the Health Types once you start filling in your Codex and actually look at it for any amount of time. And this is where the game starts to get complicated, because Health Types have various resistances and weaknesses, enemies can pack more than one Health Type, and none of the Health Types are truly unique to each faction. Grineer, Corrupted Grineer, and Narmer Grineer have some combination of Cloned Flesh, Ferrite Armor, Alloy Armor, and Machinery (used by Grineer robots and vehicles). Corpus, Corrupted Corpus, and Narmer Corpus have some combination of Flesh (a distinct flesh different from Cloned Flesh), Shields, Proto Shields (supposedly stronger Shields), Ferrite & Alloy Armor, and Robotic (a distinct Robotic from Grineer Machinery). All forms of the Infestation have some combination of Infested, Infested Flesh (as if the other "Infested" wasn't already Infested flesh), Fossilized, Infested Sinew (yet another type of flesh used exclusively by Cambion Drift heavy units), and Ferrite Armor. Sentients have some combination of Flesh, Robotic, Ferrite & Alloy Armor, and Shields. The Murmur recently introduced with Whispers in the Walls introduced one new health type, Indifferent Facade, and otherwise have some combination of Ferrite Armor, Infested, and Machinery. Lastly, there's Overguard, used by Eximus units and certain other minor pains in the neck that are intended to slow us down but ultimately don't. Now, your average player who just plays casually and doesn't take the game too seriously would think to mod their weapons for engaging with whatever specific damage types a faction is weak to. You do have three weapon slots and a Companion and a Warframe to use, after all. And for the vast majority of the content, raw damage and big thicc crit sticks are all you need. But people who have studied this game inside and out have found that it's easiest now more than ever to utilize only two Damage Types through the highest levels of content: Viral and Slash. That's because you're not going for the raw damage like a casual would think. You're specifically going for the status effects. Each Damage Type has it's own status effect (called "proc" for short). Viral amplifies damage to a target's health by upwards of 325% if you have a stack of ten procs on one enemy. Slash deals damage directly to a target's health over time, with a higher stack increasing it's duration. And while a casual would say that Armor would reduce the damage of Slash and Shields would absorb it, that's where they're wrong. I have no idea how or why it works this way, but from what little I understand, "armor" isn't exactly "armor" in this game. "Armor" doesn't traditionally reduce or negate damage. It more or less turns "damage reduction" into "bigger health pool" (Effective Hit Points). In short, Overguard is actually traditional armor, and Armor is just increased health. And this is where we exploit how the game is programmed. Slash procs don't deal damage like the other damage over time procs (Heat, Elec, Tox, Gas) do. Slash uses a special background mechanic called Cinematic Damage. Cinematic Damage bypasses armor in the damage calculations. Thus Viral+Slash is so good because Viral's proc reduces an enemy's non-armor health stat and will still effect things it logically shouldn't (like Machinery, Robotic, and Indifferent Facade), Cinematic Damage bypasses the armor stat entirely and effects literally everything, and the many forms of Shield and Armor stripping available to us in the modern game can make quick work of any defenses that could slow us down. And adding an Anti-Faction mod just makes the Slash proc double dip on a damage bonus. So basically, whenever DE tries to combat the Viral+Slash meta, they don't take into account the status effects. Just the raw damage. So even when they deploy new Health Types to specifically combat the player meta strat, like Indifferent Facade which is 50% resistant to both Viral and Slash, it doesn't make a difference because procs. And I'm just a layman, but I don't think that's healthy for the game. So, in my layman's opinion, here's what I would do. Bring Slash in-line with how the other DoT procs work. More widely implement Status Effect Resistances beyond this pathetic little pool. (Optionally) Overhaul into Damage 3.0 by making all Health Types and their weakness/resistance spread exclusive to each faction. Example: Cloned Flesh, Ferrite Armor, Alloy Armor, & Machinery - and their specific weakness/resistance spreads - become exclusive to the Grineer Faction. Corrupted and Narmer variants would then get their own types (Corrupted Flesh/Armor, Veiled Flesh/Armor, whatever) with their own weakness/resistance spread. Again, this is coming from my very layman's understanding of this game's complicated programming and how it's supposed to work. If anyone has corrections and suggestions on making the damage system more streamlined, toss it in a comment.
  14. Firstly, please keep this around. It's far more convenient for PC and Console players on-the-go to use a quickly navigated app that only takes up 300mb than downloading the entirety of the game just to access Orbiter functions. Secondly, under the Mods section in both the Codex and Inventory, could you add a separate tab for specifically Conclave Mods? I'd rather not have those cluttering my Codex and Inventory when I can't tell which is which (the mod pictures in the app don't show the Conclave symbol when viewing a Conclave Mod).
  15. After getting all the rewards from the Thermia Fractures themselves (Buried Debts Sigil & Emblem, 4 of the Amalgam Mods, and an Opticor Vandal with weapon slot and pre-loaded potato), the only reason to do them is to grind Diluted Thermia to replay the Exploiter Orb Assassination. And the Blue Spider-Mama has rather common mods, the Hildrin pieces, a guarenteed Lazulite Toroid (which you only need six of to build Hildrin), two Ephemera, some Vallis resources, an Articula, and a Captura scene. Once you have all that, the only reason to grind her is for VS Standing; and even then it's probably easier to just use Narmer Isoplasts for that. In many ways, Thermia is the same as Ghouls. There's really no reason to play the event again after you get everything. So both of those definitely need some kind of rework. Maybe OpSupply Standing? And yes, Fortuna Bounties need to spread the missions out a bit more. You're always going to the same five spots, and never going out to the places where you could maybe get a Toroid (if one even decides to drop, that is).
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