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GalatinePrime

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About GalatinePrime

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  1. give us back our quick attacks godammit
  2. de what the #*!% are you doing why are the "with friend" challenges still there
  3. Hi, There are daily specials for kitgun, zaw and kdrive so why are there no daily special amps? In my opinion amps are so underpowered and unusable and the fact that you are forced to grind for new amp just for faster eidolons is absolutely insane. Galatine Prime
  4. you still have the balls to keep the forma challenge de staff are obiously obilivious to the community and only listen to warframe partners
  5. Hello, Occasionally during profit taker fight the Fluctus Crewmen spawn very far away or sometimes they dont even spawn at all. Please make sure that they are at least visible in the fray of the fight because currently, the only way to identify their existence is if you see Fluctus energy waves coming towards you. Please buff the spawn rate and spawn proximity. Thanks, Galatine Prime
  6. you better refund the resources wasted on crafted arcanes
  7. 1. Quick attacks need to be reimplemented since lots of stances make you very immobile. 2. Remove "Anti-Maim" feature for polearms/staff. (cannot function at max potential/very unbearable to use) (Detailed thread here: https://forums.warframe.com/topic/1073258-slow-polearmstaff-spin-attack/?tab=comments#c) 3. Right click should not switch to guns. Constant zooming while melee aim-glide/right click combos is annoying. (Useless Guardian Derision) 4. Fix inability to Void Dash straight after shooting amp. (able to cloak but not dash) (most obvious after firing Dissic Scaffold Grenade) 5. Fix occasionally no archgun enemies during profit taker (or they spawn very very far away). 6. Fix Profit Pylons occasionally clip through shrooms causing them to stay in mid-air (need to fix asap). 7. Fix reversed drop chance of Atmos systems and Repeller systems from Profit-Taker. I have 4 Atmos and 24 Repeller. ("rare" reward) 8. Add loadout system for operator, especially amp/arcane loadouts that sync with warframe loadouts. Dont want to switch constantly between eidolon/profit/missions etc. 9. Add option to change operator loadout in simulacrum. (amp/arcane testing) 10. Fix extermination minimap tracker. When I am nearly done with most exterminate missions an enemy 500-1000m away (literally) will get marked and after I kill that enemy another similar marker will appear etc. 11. Fix enemies getting stuck behind walls/pipes and hiding forever in Hydron/Helene. 12. Revise play "something" with friend nightwave challenge. Adding someone to friend list and inviting them to game is not a challenge. 13. Increase Wolf-Cred income. 300 wolf-creds at level 24 is absolutely ridiculous. "Fairness" and the elimination of RNG should not have significant progressive drawbacks. 14. Increase enemy spawns in Orb Vallis. At max alert level only around 3-5 enemies per minute. 15. Fix toggle sprint reset on first roll in game.
  8. 1. Quick attacks need to be reimplemented since lots of stances make you very immobile. 2. Remove "Anti-Maim" feature for polearms/staff. (cannot function at max potential/very unbearable to use) (Detailed thread here: https://forums.warframe.com/topic/1073258-slow-polearmstaff-spin-attack/?tab=comments#c) 3. Right click should not switch to guns. Constant zooming while melee aim-glide/right click combos is annoying. (Useless Guardian Derision) 4. Fix inability to Void Dash straight after shooting amp. (able to cloak but not dash) (most obvious after firing Dissic Scaffold Grenade) 5. Fix occasionally no archgun enemies during profit taker (or they spawn very very far away). 6. Fix Profit Pylons occasionally clip through shrooms causing them to stay in mid-air (need to fix asap). 7. Fix reversed drop chance of Atmos systems and Repeller systems from Profit-Taker. I have 4 Atmos and 24 Repeller. ("rare" reward) 8. Add loadout system for operator, especially amp/arcane loadouts that sync with warframe loadouts. Dont want to switch constantly between eidolon/profit/missions etc. 9. Add option to change operator loadout in simulacrum. (amp/arcane testing) 10. Fix extermination minimap tracker. When I am nearly done with most exterminate missions an enemy 500-1000m away (literally) will get marked and after I kill that enemy another similar marker will appear etc. 11. Fix enemies getting stuck behind walls/pipes and hiding forever in Hydron/Helene. 12. Revise play "something" with friend nightwave challenge. Adding someone to friend list and inviting them to game is not a challenge. 13. Increase Wolf-Cred income. 300 wolf-creds at level 24 is absolutely ridiculous. "Fairness" and the elimination of RNG should not have significant progressive drawbacks. 14. Increase enemy spawns in Orb Vallis. At max alert level only around 3-5 enemies per minute. 15. Fix toggle sprint reset on first roll in game. Thats all I ask.
  9. 1. Bring back quick attacks 2. Fix the slow spin for polearms/staff (cannot function/very unbearable to use) (Detailed thread here: https://forums.warframe.com/topic/1073258-slow-polearmstaff-spin-attack/?tab=comments#c) 3. Right click should not switch to guns. Constant zooming while melee aim-glide/right click combos is annoying. Thats all I ask since you changed melee. Other than that, its good so far.
  10. 1. Bring back quick attacks 2. Fix the slow spin for polearms/staff (cannot function/very unbearable to use) (Detailed thread here: https://forums.warframe.com/topic/1073258-slow-polearmstaff-spin-attack/?tab=comments#c) 3. Right click should not switch to guns. Constant zooming while melee aim-glide/right click combos is annoying. Thats all I ask since you changed melee. Other than that, its good so far.
  11. 1. Bring back quick attacks 2. Fix the slow spin for polearms/staff (cannot function/very unbearable to use) (Detailed thread here: https://forums.warframe.com/topic/1073258-slow-polearmstaff-spin-attack/?tab=comments#c) 3. Right click should not switch to guns. Constant zooming while melee aim-glide/right click combos is annoying. Thats all I ask since you changed melee. Other than that, its good so far.
  12. Multishot for Melee Weapons
  13. MUTLISHOT FOR MELEE CODENAME: AETHER STRIKE You may think this is crazy but the concept of multishot can be applied to melee weapons. In the instance of guns, multishot creates another instance of a bullet. But in the case of melee weapons, isnt that exactly the same as increasing the dmg? Therefore, these are the recommended propositions for this concept. 1. When Aether strike activates, there will be a miniscule delay before the effect performs. 2. Each instance of Aether strike will follow one another for example, a weapon with 150% aether strike will function as follows (conceptual delay times): [Initial Melee hit] + [0.2s delay] + [Aether strike 1 (100% chance)] + [0.2s delay] + [Aether strike 2 (50% chance)] 3. The visual effect proposed for this is a ghostly copy of the repeated action which follows the energy colour of the Melee Weapon or Warframe (concept art: https://imgur.com/X7zjvGG) 4. Aether strike delay scales inversely with attack speed, similarly to gun firerate with reload speed/charge rate. 5. All instances of Aether strike will have their own critical hits/chances and status effects, similar to gun multishot. 6. Aether strike stats are obtainable through riven rolls. 7. Each hit from Aether strike contributes to the combo counter. This is it for my current concept of multishot for melee weapons. Feel free to contribute to this idea below. GalatinePrime
  14. Hello, When the profit taker fight takes place near the place with lots of tall shrooms, the shield pylons will sometimes bunch together in 1 spot and some will clip through the shrooms and fall for a bit resulting in some of them being in MID AIR. This is very annoying to deal with. Please fix ASAP. Galatine Prime
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