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Gamer_Auto

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Everything posted by Gamer_Auto

  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).
  16. Bro, I came up with an entire mission off the top of my head that gave K-Drives relevancy by leaning into their Arcade-like nature and made lore around why it's used in the mission and not Archwing. IDK what more you could ask of me. Ain't said crap about Kaithes other than they were they're fine for Duviri and goofing off while Solo, but DoA when in pub. Ain't nobody talkin' about makin' Kaithes comparable to Archwing. TheKengineer suggested Heat on Ogris and Magnetic Nukor. I forget why, I need to rewatch that vid. I honestly can't remember when the last time I used Impact or Puncture was outside of it being baked into a weapon I was grinding. That's how irrelevant it feels to me. And I honestly never understood CO. Like, I get what it does and I see the appeal of slapping something with a big number stick...but why would you kit yourself out to vomit all the procs when you can just focus on what's needed for a specific faction? I seriously don't get it. I feel like Itzal is a bit overrated when you can just nuke an entire field with Voidrig-mounted artillery, but I see why you'd wanna use it to grab pickups. Elytron and Odonata are truly relics of their time. Specifically, both their 1s and 4s are just bad. Elytron's 1 and 4 are literally the same thing except one is sticky with manual det, Odonata's 1 is just a worse Volt shield, and Odonata's 4 is often the opposite of what you want in Warframe (plus enemies are usually so scattered about that it's pointless to do). Now just give Amesha, Elytron, and Itzal Prime variants and we ballin'. Okay, I can get behind what you're saying about Archwing and Railjack. And honestly, I agree. Especially with Corpus Proxima. Though I don't see it happening on the scale of Duviri unless they bring new enemy factions into the game. Like, I love that DE only wants to make fun new things, but at this point in development, that's irresponsible. In all honesty, I don't want them to lock Relay Syndicate choices. I only presented that as an option to jive with the system's original intent of promoting trading. I want them to open them up and get rid of the arbitrary "you gotta trade to have everything" attitude with those 6 specifically because none of the others are like that and it's faster to grind them than you think; especially if you go on Scavenger Hunts when appropriate. Invasions are something that I think could be altered too, but not by a lot. Just change the drop rate of the Vandal and Wraith parts and I'd be happy with that. Okay, if we're talking about recurring stuff like Plague Star, Thermia Fractures, Ghoul Purges, and the holiday stuff, that's a whole different ballgame. I would actually enjoy having more stuff like that so long as it was fun and rewarding to do every time it pops up. If they add more stuff like Gargoyle's Cry, then they at least need to add a page in the Codex that talks about it if it ever becomes relevant to the main story. I'm all for more Story inclusion so long as people who missed out on it the first time can still experience it in some way. That's the only thing I have reference for, as I was not around in the before-times. What you suggest sounds like it'd be a blast for pre-con squads. But, in all honesty, Warframe can have a hard enough time with only four people in a mission some days. If we double that, everyone would likely crash. Unless DE did extensive R&D on the back-end hosting problems they've had for years and/or allowed us to choose a regional server to inhabit (only NA, only OPAC, only Europe, only Asia). But that second option doesn't seem like something they'd do unless it was the only option forward; given how they hyped up Cross-save, Cross-play, and Mobile. They don't feel like the types that enjoy segregating their playerbase. I only feel so strongly about it because it feels like an exercise in tedium, and I had just maxed out Hexis/Suda/Merridian when the faction-styled emotes and armors dropped; so salt is coloring my view on that a bit. But I have always firmly believed that it stands out in the wrong way unless you have at least 2 buddies to work with. The wiki is showing Wild Frenzy (Grakata augment from Saturn Six) as part of the evergreen Cred rewards, but that's the only one on there so I thought it was a fluke. And I think DE would be open to allowing people to play a Quest-like version of the narrative waves (TWoSS, Emissary, Glassmaker) in order to add those unique cosmetics to an individual client's evergreen pool. It'd both make new players earn those rewards and allow the devs to keep making new things. That Invasion 3.0 idea actually sounds cool. There's this one Mod that I try to get every time I see a Corrupted Ancient, and I never get it. I've been hunting it so long that I've even forgotten what it is I was looking for to begin with. Maybe Darvo, for a payment of mats and a "crew" of Specters, could hunt down specific gold-or-lower mods that people have a hard time finding. Come back in a week and he's got it ready for you. The Grineer do seem to have the most consistent art direction in the entire game. I think I could accept a GrinForest rework if it came with separate day and night nodes or synced it's day/night to Cetus'. And so long as the Silver Grove was still available. Maybe make that an independent node like Iron Wake? Just a place to harvest the plants and fight the bosses? The only reason I suggest that is because a lot of the modern game's lore was built on the backs of story-based events. Look at Alad V's entire storyline as just one example. Not all of this needs to be quests, of course. Stuff as simple as Fusion MOA or Artifact Defense could just be Codex entries. But all the stuff revolving around Alad could be quests, Pacifism Defect could easily be a Steel Meridian quest similar to Grove/Gambit/Anthem. Maybe stuff like Ambulas Reborn could be a "planetary sub-plot", where the first time you visit a Pluto node, you essentially witness a micro-version of the event that culminates in the boss fight at the end. Stuff like that would make the ordinary gameplay so much cooler and give newbies so many good memories. I mean, if they just worked on it more and maybe made better communication between the two squads, I could see the original intent of OpLink being used for a rare variant of the Fomorian and Razorback events, maybe with higher chances at getting the rarer drops from those missions. Would certainly make them more fun than grinding out the dadgum keys. I just looked at the Devstream 177 notes. And this new Deep Archimedea sounds a bit like a game mode suggestion I've been cooking in my head for the last couple of days. Basically, once you complete a planet, you can enter a gauntlet that goes from the lowest level node to the highest level node culminating in that planet's boss fight; and if it has an OW area, you get a special Bounty variant that takes you through one of each Bounty objective (scaled to the rest of the planet). Still needs time to cook though, I gotta think of good rewards. Honestly, because I'm such a worldbuilding nerd, most of my focus is on the cool lore they dropped in one-time-events and never brought back in any way. That's the most egregious thing they've ever done, imho. Other than that, I just want things to feel like they fit together nicely and don't result in a grind that grinds your soul instead of your gear. A newbie has to hit Cetus before Strata, so the Relay Syndicates being how they are will likely throw them way off (disregarding my own salt and lore-based reasons for wanting that changed). Archwing and Railjack are awesome ideas but not implemented in an intuitive way that jives with the flow of on-foot missions (and the Railjack guns really don't need Valance fusion; Kuva and Tenet weapons are enough). K-Drive is a fun minigame but that's about it, and it could be changed to at least allow buff and debuff abilities to be used if available on a Warframe; if not give each board/piece it's own ability. Duviri being its own thing is fine because it is literally its own thing not connected to the Star Chart in any way. Having the ability to queue missions together would be a great thing to cut down grind times if you don't want to do endless missions. Stuff like that. Preserving their legacy for the future and player convenience. At the end of the day, that's all I want.
  17. I honestly don't play enough in those areas where Coro/Heat/Vi/Sla aren't as viable. Mostly take my builds from TheKengineer, who mostly gears more for Steel Path Mot grinding. Radiation is often used for Corrupted and Eidolons, and Murmurs are super weak to it. I'd honestly say that Blast isn't as viable outside Condition Overload (which I never use because Lavos w/ Cedo is king imo). But overall, yes. The different damage types and their associated procs feel very uneven. It's just another example of this game's bloat. IPS could very easily be changed to just "Physical - Procs deal Bleed Damage". Not sure about HCET and Advanced Elements. The Archwing Equipment items themselves could likely use another pass (unless it's been patched out, a full squad of Amesha with certain mod setups is immortal and never runs out of energy). Where Archwing needs the most work is more mission nodes, more mission types, and better integration with either Main Star Chart or Empyrean Star Chart; and I feel it'd be better to bundle all the Space missions together in one package. Railjack needs its own HCET looked at, as it's not really viable to gear for their procs (last I checked). Railjack also needs a better mix of mission types, and a proper Assassination (Jordas Vs Cy?). Corpus Proxima needs to stop pretending to be Main Star Chart. And Orphix nodes REQUIRE a new map. Granum Ship tiles just do not work the way DE thought they would. My brother in the Void, that's the point of this thread. DE needs to drag themselves away from the next shiny new thing after 1999 and focus on making the last 11 years worth of content jive with the modern direction of the game. I actually just made a post replying to someone else about that very topic. It's geared for K-Drives, because Kaithes are fine for their intended use in Duviri. And while I appreciate the ability to summon them in the other OWs, it's just not needed unless you're goofing off by yourself. I think you vastly misunderstood what I was saying there. Events don't need to be more of a focus. If anything, they need to be less of a focus. Past events need to be mechanically reworked and narratively rewritten into Quests that jive with the current vision. Any future events also need to be the same (their rewards depending on what the community unlocks). Because of the Quest system, telling story exclusively through one-time events is a thing of the past (and was arguably outdated even by 2013 standards). While I would love to try and play an 8-man mega-mission, I don't think that'll happen ever. DE tried to make Scarlet Spear that and...yeah...it just didn't work out. It's why OpLink hasn't been a thing since DE talked about it when Railjack was first shown off. Like events, I would rather see LoR and JV be reworked and rewritten into Quests. I even had a whole spiel about how to make it cool. I and 14 other Syndicates have to vehemently disagree with this sentiment. In the year 2024,11 years into the game's life, there is absolutely no reason to have the Relay Syndicates have that fluctuation mechanic. Either lock us to an ally pair so we have incentive to trade, or open them all up so they match the other 14 Syndicates int he game. It's really not that hard of a concept to grasp. And yes, they do need more than just new cosmetics and Augments. For earning, or for Cred? There's a distinct difference. Baro's are only on Baro because they're old "Watch TennoCon for X amount of minutes" rewards. Otherwise, they could easily be Dojo additions. Many of Baro's Prime stock could be moved to Varzia, as I mentioned. Darvo just needs any sort of use. I'm not saying it should all be done at once. I'm saying it should be the priority to work on cutting the fat and streamlining what's left before adding more bloat. Damage types either need a rebalance or a severe trimming (and the entire modding system is so asinine that it also needs a major overhaul to simplify it). Nightwave as a free battlepass is fine, but it needs to be faster about adding old content into the Cred Offerings. Conclave is a ghost town unless you go into the dedicated servers. It needs to be either cut, severely overhauled into something PvE, or given rewards that are worth grinding it out. Tile set overhauls are also needed. I'm tired of seeing Corpus units in the Grineer Asteroid tile set every time Phorid shows up on one of their planets. Kuva Fortress needs a revamp to make it less claustrophobia triggering and more friendly to navigate (even in-universe, it doesn't make sense to have the thing be like a maze). Archwing and Railjack need massive overhauls to missions, better integration with the main game or with each other, and more map hubs and enemy factions. Trials probably shouldn't come back in their original form. If they couldn't get 8-man missions to work back during Scarlet Spear, I highly doubt they'll ever make it work. Game communication does need a boost, though. I'll agree there. What does this even mean? I was talking about how lots of stuff just feels half-baked and abandoned and old and in desperate need of rework.
  18. I wouldn't make them compete with Archwing. We already have the teleport nodes, so the point is moot. K-Drives can get you to the objective just as well as Wings now. Hek, even the Mechs can get places quickly with the tele-nodes. What I would do is give them their own mission node, or their own "cinematic" bounty mission based on what content we already have: Arcade-like races, and limited combat. Example: "Alright, Sparky. There's a (Corpus/Narmer) transport convoy en route (from/past) Fortuna to a cargo ship. We need you to intercept them and (objective here; hijack, destroy, hack for "tracking" purposes, etc.). Problem is, they're used to you swoopin' in on those fancy wings ya got, so they've got some heavy flak; and you don't have time to stomp around in that big rig. Only way to catch up is by K-Drive. Get in, (complete objective), and hightail it outta there. My boys have found a spot for your blue/red Cephalon friend to pick you up. Good luck, Sparky." Translation: Enemy Convoy is heading to Hostile Extraction. Target is heavily protected by anti-air defenses, rendering Archwing useless, and utilizing the Railjack is overkill and too conspicuous. Enemy Convoy is also moving fast enough that Necramechs will be completely unable to keep pace. Only way to catch up is to use the small, nimble K-Drive. Catch up, complete the mission, then move to Friendly Extraction. From there, you get a mission in three parts. First part plays like a K-Drive race. You have to utilize your Board's boost mode and either pass through boost rings or perform tricks for a speed boost. I might even make it so this mission, as well as Races, automatically propel you forward, so you can spend more time on navigation and tricks rather than speed modulation; to really lean into that Arcade-style gameplay. In the second part of the mission, you've caught up to the target and swap to combat mode. Sticking with the Arcade style, you only have to worry about dodging left and right and shooting back at enemies. Maybe even allow certain abilities like Excaliber's Radial Blind or Rhino's Roar to be used while in this mode. Once the enemies are clear, you jump on the objective, swapping back to normal gameplay for a bit as you complete the objective; be that Hijack, Sabotage, Spy, Mobile Defense, whatever. In the final part, once you've completed the goal, you have to race to extraction, dodging both terrain and enemy fire, until your Landing Craft or Railjack (depending on progression) is able to pick you up while covering you (cameo of the Turret and Carpet Bomb Air Supports to entice newer players to find/buy their parent ships?). Rewards would include Standing for the three Fortuna Syndicates (SU, Ventkids, VS), possibly blueprints for a unique K-Drive, K-Drive Mods (Alternative source for same mods as Ventkid shop), and vary from there based on mission type, enemy level, and so on; with examples being Fortuna & Venus materials, Corpus/Narmer weapon blueprints, Debt-Bonds/Toroids/Narmer Isoplasts, and so on. This mission would be mostly geared towards a Solo player, but given time and input, I could probably think up ways for a full squad to play. Maybe two people take up anti-air turrets while the other two do whatever it is the mission requires, and there are bonus rewards like Aya and Relics for shooting down certain numbers of enemy reinforcements.
  19. Let me explain what "necessary" means. Via google: Food is necessary to live. Movies are not necessary. You can live without movies. It might be less "fun" but you can survive. That's why I mean option 2 is not necessary. It might nice. I never once said it was necessary. I said it would make it consistent with everything else. Am I seriously not communicating anything to you here? Is this a me problem? Am I not typing English? Am I not using a keyboard correctly?
  20. That's my point. Why leave the stuff that didn't stick in the game and not do anything to make it better? If you aren't gonna use it, remove it. If you don't want to remove it, then make it something that works with the rest of the game.
  21. I'm sorry. I don't meant to offend you. It's just sound realatevily hard but when I read about 6 syndicate your comment about "manipulating" sounds silly: What else would you have me call it? Exploitation? Because that's what it is. We're exploiting a loophole in the mechanic to manipulate the game into doing something that probably wasn't intended. Expand No exploitation, just simple game. It's just you sound like you have done something "great" but other guys I've posted done so much more. That's a problem with your perception, then. I'm under no illusion that I've done anything but the bare minimum. I don't think anything HAS to be done. It's not like 2nd wouldn't be nice but it's not necessary. And 1st is detrimental, so big no. They've literally added "unnecessary" introduction quests for every other Syndicate. The New Strange (Simaris), Saya's Vigil (Ostrons), Mask of the Revenant (Quills), Vox Solaris (Solaris United, Ventkids, & Vox Solaris (faction)), Heart of Deimos (Entrati Family & Loid), Veilbreaker (Kahl's Garrison), Angels of the Zariman (Holdfasts), Whispers in the Walls (Cavia). None of those needed to be tied to a new Syndicate, yet they were anyway. Even non-intro quests. The Silver Grove, Octavia's Anthem, The Glast Gambit, Chains of Harrow, The Deadlock Protocol, The Waverider. None of these needed to be tied to Syndicates in any way, and yet they were. I just. Want. Consistency. And you're starting to sound like you're trying to convince me to not want consistency. Which is it? Are we going to be consistent and make the game flow as smoothly as possible for the people joining an 11 year old game? Or are we going to leave it a patchwork mess of half-finished and abandoned content buried under each shiny new thing like DE's embarrassed of it?
  22. It's not that it doesn't count, it's that people still use those things. Companions, Hydroid, Inaros, Mag, Excal, adding Incarnon to old weapons to make them more viable. What I'm talking about is stop adding new game modes to the game for a bit and focus on tightening up what we already have so there's a more consistent feel to the game. This thing's been going on for 11 years now, and there's a ton of bloat, a ton of old systems that could be streamlined, a ton of old lore that could be reworked and added back into the game, more Frame and Weapon reworks than one every six months. It's not that I don't appreciate what's already been done. I'm saying that there's still a ton left to do and they need to pump the breaks on new content after 1999 comes out so they can devote more time and resources to tightening up the old content. ESPECIALLY NOW THAT THERE'S AN ENTIRE NEW PLAYERBASE COMING INTO THE GAME 11 YEARS INTO IT'S LIFESPAN. And why Stug specifically?
  23. I'm sorry. I don't meant to offend you. It's just sound realatevily hard but when I read about 6 syndicate your comment about "manipulating" sounds silly: What else would you have me call it? Exploitation? Because that's what it is. We're exploiting a loophole in the mechanic to manipulate the game into doing something that probably wasn't intended. I am well aware of how the system works and fully experienced what it was like before their rework. I've been playing regularly since Fortuna and have 1,684 hours in the game. But even if you look at it as DE more than likely intended, Relay Synds are still exactly like Cetus, SU, Entrati Fam, Holdfasts, and Cavia. Run the gambit of missions, trade special items for Standing, use Standing to buy swag that gets more Standing. Repeat until the shop is cleared out. The only difference is trading for "enemy" items, which I think is just dumb because it's not that hard to max out the Relay Synds. What I am saying is that either: 1. DE needs to implement an admittedly draconian measure to preserve the intent of the mechanic (locking a player to one Syndicate and maybe that Synd's ally). -or- 2. DE needs to implement lore quests to properly introduce the 6 Relay Synds instead of the brief speeches their leaders give New Players; and a quest chain to do what should have been the goal of the Tenno all along: uniting their allies against their common enemies. Which not only would necessitate removing an outdated and pointless mechanic (when was the last time you traded Synd items and weren't just selling augments for plat?) and aid the immersion of the later quests involving Loka, Sequence, and Suda. Trust me, I AM FULLY AWARE OF HOW BASSACKWARDS IT IS TO BE MAX RANK WITH NEW LOKA AND THEN PLAY OCTAVIA'S ANTHEM LIKE SUDA HASN'T BEEN TRYING TO MERC YOU THIS WHOLE TIME (Thread is Spoiler Tagged, don't worry about it). While Immersion is part of it, we also need the game to flow together. Being the mortal enemy of a Syndicate you're helping in a quest does not jive with the actual gameplay. And doing it in a fun way by making early-game quests about uniting the 6 Relay Synds would both give newbies something cool to do, and give Veterans an explanation as to why the old mechanic is gone. And, because they're DE, I'm sure that they'd insta-max you if you've already been maxed with a Synd before. A lot of that is stuff that jives with the modern game, though. Incarnons are a modern thing, and the original Incarnon weapons proved popular enough that DE started expanding in a way that made sense from a longevity standpoint. The Companion fix is just doing what they should have done when Companions were first introduced; but it's not like people never use Companions like they never use K-Drive. And I highly doubt Stug will get an Incarnon. That's wishful thinking, even by this thread's standards. What this thread is talking about is the stuff that DE put in and never iterated on again. Like Kahl, and K-Drives, and Railjack, and Relay Syndicates, etc. The stuff that obviously should have been given a few more iterations, but got left to gather dust because of "the shiny new thing".
  24. No, I admit it would be awesome to see. It's just impractical, would just be more Mastery Fodder, and would more than likely end up as a one-off gimmick weapon because Sentinels fill the same role and are superior because you don't have to manually aim a Sentinel. Look, the weapon you propose would likely be a Secondary, because we already have full-arm cannons in the Primary slot. Let's look at other Secondary weapons. Look at how many of them ended up as 4 or 5 Riven disposition because the gimmick doesn't outweigh the drawbacks. Like Twin Rogga! It's TWIN FLINTLOCK SHOTGUN PISTOLS! That's COOL! And if there were good cosmetics for them, I'm sure some people would actually use it! Or the Grimoire! It's a magic tome that shoots lightning and even has it's own Mod Set! THAT'S COOL! But because of the mod set, it likely won't see much use after people are done grinding it for Mastery fodder; especially now that the Canticle mods can't be used with each other. But then you have Epitaph and the Kuva and Tenet weapons. Those are actually worthwhile. What would your proposed shoulder gun do that Sentinels, Epitaph, and Lich System weapons can't? That's what I'm trying to get across here. We're long past the days where a weapon can get by on just looking cool. It has to either be on par with the meta, or be a useful newbie weapon. Otherwise it'll be a grind 'n' toss weapon. Another example: the Ghoul Saw. People BEGGED DE to release it as a player weapon! It looked so cool in the enemy's hands! And now it's sitting at a 4 Disposition because it's a bad weapon. 58% Slash, above-average Status Chance, and perfect follow-through damage; but low crit, abysmal range, and a sluggish combo. So I ask one more time: what does the Yautja Plasmacaster offer to Warframe other than just looking cool?
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