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(NSW)Broekie.

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Posts posted by (NSW)Broekie.

  1. PLATFORM: nintendo switch

    CONTROLLER: Joycon and nintendo pro controller

    STEPS TO PERFORM BUG: Having 2 health on your warframe causes your transference to go away instantly whenever you hit or take fall damage no matter how much your operator actually has.

    SPECIFICS: Very common and easy to do with Quick thinking build. Quick thinking causes you to use energy as a way to tank lethal damage at 240% efficiency whenever you reach 2 health. 

  2. PLATFORM: Nintendo switch

    CONTROLLER: both joycon and nintendo switch pro controller

    STEPS TO PERFORM BUG: Using a charge weapon (such as kuva bramma) and get high fire rate. I used Gauss max duration (gives 250% fire rate at max) and often the weapon would charge but nothing would fire, also happened with opticor vandal. I even tried holding back the projectile until last one dissapear and still nothing would come out.

    Specifics: Aquiring high fire rate on charge weapons causes ghost projectiles.

  3. PLATFORM: Nintendo switch

    CONTROLER: both joycon and nintendo switch procontroller

    STEPS TO PERFORM BUG: Whenever you try to enter the piloting mode or forward artillary and leave you might be ejected back into the pilot or forward artillary wasting alot of time.

    SPECIFICS: It is very random, i tried holding the controller button and tried to not insert any imput and it happens randomly anyway, about 33-50% of the time.

  4. Railjack: a critism

     

    Quick introduction:

    This is my first thread and its about specific changes that i want for railjack. First off, im not native english and im typing this from my old phone so horrible formatting choices are being made. I currently play warframe on the nintendo switch so my Expirience is from that. Currently have 8/8/8/7 Intrisics and haven't used Ivara exploit, i now have about 20 hours of railjack under my belt.

     

    Chapter one: The railjack

    1.[] Increase animation speed from forward artillary cannon

    2.[] Incease size of door and remove collision

    3.[] Allow to craft in all four crafting benches in railjack when selecting one crafting bench.

    Reasoning: 1. It is currently very slow, it takes at times so long that crewships have long moved away from view. 2. Recent reworks of tilesets have increased the size of hallways for more free movement, i feel like these doors are a big step backwards, especially now that you spend so much time in your railjack. Also remove collision of doors, this might cause sometimes that you phase through a door but now you won't get stuck. 3. This change is very needed, current system is so slow that by the time im with crafting that my ship already gets a critical failure, this is a QoL feature.

    Chapter two: Movement feeling

    1.[] Increase Steering movement of railjack drastically and un-tie it from movement speed stat.

    2.[] Remove stamina system from warframe (again).

    3.[] (console exlusive) rework motion controls

    Reasoning: 1. Currently camera movement is way too slow, im never properly able to hit enemies, thats why munitions vortex and void hole are currently so popular, not because they are broken but they fix a big issue railjack has. 2. This should come in three modes, normal speed, fast and very fast, relying on a speedbar constatly overcomplicates railjack and waters down the expirience like stamina on warframes did in the past, you gave us parkour 2.0 and it was positively recieved. 3. There is currently a big issue with motion controls, it does not take into account the extra weight that is added to railjack camera making motion controls even on 100% Intensity very hard to move camera. I'd also like to report a bug, X axis is always inverted in pilot mode regardless what you put in your options.

    Chapter three: The enemy

    1. [] Reduce movement speed of enemies by 50% except boarding party vessels.

    2. [] Remove crewship barriers

    3. [] Reduce crewship damage output

    4. [] Decrease Crewship requirement

    5. [] New enemy: Grineer railjack, It takes the same layout as railjack but more grineer style. Grineer railjack are protected by a barrier, remove barrier nodes to enter railjack. Railjack cannot be damaged by artillary. You will always spawn near their crafting benches, you can refine their resources but doing so will instantly alert enemies, destroy their core to destroy their fleet. One one railjack spawns per missions in advanced missions, usually at the end of a mission.

    Reasoning: 1. This is the number one issue with railjack, enemies are unbalanced fast, you can rarely hit them, this is not a mosquito simulator this is warframe and this should've never been made a feature in railjack. 2. Its unnecessary for a mildly common enemy, it only servers to c*ckblock any solo player or now archwing players and punishing them for it. Whats even funnier is that you can't evem hit their small barrier nodes with your railjack weapons, which might be an oversight by DE. 3. Its crazy, they deal 90% of all incoming damage and it its very unbalanced, they should deal more but not THAT much. 4. Six crewships in waves is alot and really waters down the pacing of the gamemode, reducing them would help alot. 5. This would go along very will with number four, by reducing crewship numbers you can introduce a more potent and dangerous enemy which requires archwing to compete.

    Chapter four: A cryophonic disaster

    Sorry to jab DE for this but i feel like DE is chronically unaware what range is in railjack, all weapons have very steep fallof and low range making it pretty unfun to play any weapons, especially Cryophon. What happened to cryophon? Alot of targeted nerfs because people were using them alot. Why were they using cryophon alot? Not because it was overpowering but they heard some warframe youtubers say that it was the best weapon in the game while argueably it wasn't. And i can already guess that the data DE uses they will still see cryophon as most used because alot don't play railjack anymore and never bothered removing it from their arsenal which will forever curse the land of cryophon distaster. 

    Chapter five: Avionics galore

    1. [] Increase avionic slots from 9 to 16 like the tennocon build, reduces cost

    2. [] Increase tactical avionic slots from 3 to 4 like the tennocon build, reduced cost

    3. [] Increase battle avionic slots from 3 to 4 like warframe abillities, reduced cost

    4. [] Allow battle avionics to be used in any slot instead of one

    5. [] (general) Add more avionics

    6. [] Avionic rework

    Reasoning: 1. Currently all occupied slots are mandatory avionics anyone need which reduces build variëty to about as much as your averige crit build, don't know why they removed it when it was in tennocon build 2. Same reason as one. 3. Same reason as one. 4. This allows more build variety because currently alot of avionics are overshadowed by others while they are still good. 5. There are currently give or take 30-40 avionics which is not alot adding a few more would be nice, especially ones that touch battle avionic stats like: strenght, duration, range, efficiency. Makes it more like warframe. 6. What is currently ia shown in the devworkshop patches its disasterous. I watched Bronzimes five hour stream about railjack revised and seen alot of feedback on the forums and this ain't good. Particle ram, Munitions vortex and void hole nerfs are overboard and other changes aren't good. The key part of avionic problems are two things, poor range and poor damage. Range: Make most avionic to have at least 300-400 meter range, 100-150 is not alot. Damage: all avionics won't scale to lvl 40 enemies, this is why only munitions vortex is used because it scales from your weapons instead of flat (low) damage output making it a no brainer but certainlty not broken. The problem with avionic changes is not that muntions vortex, void hole and particle ram are OP but that other avionics are just too weak.

    Chapter six: Weapons AGAIN!?

    Lets tackle poor game design. First of chaning to remove zekti,lavan and vidar from avionics is going in a good direction. Lets now cut ties with with the weapon faction and tiering too. Let me tell you a little secret. The reason why this was implemented is to 'Artificially pump up content' this is really bad, like mobile phone app bad. There isn't alot to do in railjack, we know it, Devs know it, so don't pump up those statistics just to increase content if you don't have it. 

    1.[] Remove Zekti, Lavan, Vidar

    2.[] Remove MK I II III

    3.[] Remove random stat bonus

    4.[] Add alot of new unique weapons, take warframe weapons as inspiration

    5. [] Specific weapons are rare drop, specifix weapons are dojo craftables, specific weapons are blueprints from the market. 

    Chapter Seven: Components

    1. [] Remove random stats

    2. [] Remove tiering I II III

    3. [] Remove zekti, lavan, vidar

    4. [] Instead of faction and random stats add alot of diffrent components

    Reasoning: 1/2/3/4 all tie in very well together with the problems with weapons. Articicially cranking up thar content stat. For example all cores now have between 80-100 avionic capacity however 80 avionic stat means alot more flux and better passives as tradeoff, and i don't mean the passives we currently have on components, those are pathethic and ignorable and should get a rework of their own.

    Chapter eight: Objectives

    Railjack needs new objectives, if this revised update will launch without them the update will fail, im sorry, content is the biggest part of railjack and there is none, what can we test the new update on if there s nothing to test it on? Here are some ideas, i will also add a railjack and warframe meter, this will indicate how much you do in railjack and how much is vanilla content.

    0. [] Barrier, first of this will be a side objective applied to other objective and ia not a mission on its own. What does barrier do? It blocks you from getting near an objective? How to break it? A random objective will appear so you can break it. 

    Randomly chosen objectives:

    - Break 8-10 barrier weakpoints

    - Distroy 20-30 Ships

    - Distroy crewship(s) powering barriers

    - Explore and distroy ancient derelict tower that powers barrier

    - Distroy grineer sidebase powering barrier

     

    1. [] Rescue,  Railjack: 50 Warframe: 50

    Distroy barrier from galleon ship and rescue rarget. Enemies stop spawning when barrier is distroyed

     

    2. [] Defense, Railjack: 100

    three wave defense instead of five but your railjack is the objective. Three waves because railjack tends to take longer. Once critical breach is reached mission will end. If you completed at least three waves you will finish quest regardless.

     

    3. []Exploration, Railjack 10 warframe 90. Explore diffrent weird bases or sentient ship, enemy ships won't spawn in this mission, pure relaxed exploration.

    4. [] Heist, Railjack 50 warframe 50

    Just like spy but one objective, enter a base but its guarded by lasers, make your way through it without your railjack touching the lasers. Once in the base alarm triggers and yoy have two minutes to open the vault. Triggering traps reduces timer by 10 seconds. Triggering lasers in railjack will make alarms go off prematurely.

    5. [] Assasination, railjack 50 warframe 50

    Please look up the tennocon nef anyo railjack fight and pretty much copypaste that ingame.

    Chapter eight: Epilogue

    First off i want to thank DE staff @[DE]Rebecca and others for working and listening to us. The players, especially thanking them to be willing to rework railjack while having a trackrecord to go to 'the next shiny thing'. Railjack has alot of potential, the only thing stopping it is balancing, bugs and content. If thats fulfilled it would be the greatest mode yet, it will be a rough road forward but i am willing to see those improvements being made. Thank you again, you bring a smile to my face 😄 

     

     

     

     

     

     

     

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