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Mal-content

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Posts posted by Mal-content

  1. The only real frustration I have with these that I feel is somewhat unfair is that a catalyst and all Forma are lost when a weapon is merged into an akimbo version (as with pistols and dual kamas).  There's no way to know when a new akimbo option will be added, so I'm hesitant to bother to potato a pistol that may eventually get one (Akbronco Prime, you tricked me!).

     

    My suggestion to solve this problem: cut the cost of Orokin Catalysts in half on the market and double the number of them a weapon takes.  When combining weapons into an akimbo version, keep half of the installed Catalysts and the Forma applied (round up).  That way DE can still make money on Catalysts, but in smaller doses, and we don't lose everything when an akimbo version of a favorite, multi-forma potatoed weapon is introduced in order to have it.  Of course, that also implies that any Catalysts and Catalyst blueprints in current existence should be doubled so players maintain the value they already paid or played for.

     

    It also makes for some choices in scalable power, since there would be 30 point, 45 point, and 60 point builds for any given weapon and players will probably be tempted to put a 15 point tater on lots of things they kinda like but aren't sure they want to commit to. Cheaper taters would likely drive more impulse tater buys rather than waiting for alerts.  Maybe the new "half value" taters could be renamed, such as "Orokin Catalytic Cell" and the double value taters could be an "Orokin Catalytic Battery."

     

    Edit:  One thing I forgot to say is that we could have battle pay for half-catalysts a little bit more often since they're not as powerful or valuable as they currently are, which could also protect DE's profit from these.  Giving them out too often obviously reduces the amount of money made when a player buys them with platinum (driving plat sales).

  2. The loud "clang" of the weapon is fairly jarring and sounds more like a metal pipe striking something hard, like stone (and is quite likely what the foley artist used to make it) or perhaps a steel girder being repeatedly dropped.   Nobody's going to be beating their weapon on walls, either, seeing as it would quickly dull, chip, and/or break, so the sound doesn't even make practical sense.  The original "swoosh" sound this scythe had was innocuous and easier on the ears and actually makes more sense simply because the Stalker loves his quiet, deadly weapons.

  3. Is it possible ? yes

    Is it viable ? No

     

    I went into some higher survival with a melee focused Volt and Valkyr, didnt do to bad sadly its clearly could have done so much more with any other gun with a charge.

    The only thing melee has talking for it is that it costs no ammo. All melee weapons could still use a flat 40% bonus on damage.

     

    You needed an Excalibur focused on maxed range + duration blind, unless you were playing said Excal.  Blind increases DPS from melee but it also acts as perhaps the best CC in the game.  Played well, the Excal and Valkyr alone can easily push through level 70 enemies.  I didn't test to see how high it could be taken.

  4. Warframe: Extreme edition.  Now with no life support pillars after the first two!  Seriously, though.  Lotus, you slacked on that mission and we had to go to extraction.

    Also spotted:  A bug in the credit reward listed from a Dark Sector fight.  It was a ridiculously huge number shown, but that wasn't actually what was awarded so the bug is cosmetic.

  5. Unlike Boosters, they can't prove that you've ever had Argon crystals in the first place. Unless you have substantial evidence, I don't think you'll be compensated.

     

    Don't spread misinformation.  Everything linked to a player's account can be verified.  The data for practically everything will have a timestamp on it and the only thing DE needs to do is run a script to reset all of those dates to extend them once the attack is over.  This will take them literally seconds to do in any reasonably powerful RDBMS.

  6. This won't fit the template since it applies to a Warframe's use of melee.

     

    Suggestion:  Make Excalibur's abilities work better with combos and extend combo chains.  He's a melee focused frame, and Slash Dash should rack up combo chains and Radial Blind should extend the time he's got to keep chains going (during the animations the chain timer's decay should be suspended).  Radial Javelins could also be changed to count as a "melee" attack so if he executes it, enemies struck count as combo attacks and the combo timer decay suspended while animating.  This would give him fluidity with a focus on melee that would be unique to him in this new system.  It should also enable him, if played well, to attain some serious damage potential with melee if the number of enemies available to him permits.

     

    Also, I had hoped that melee 2.0 would address another problem as well.  Chaining jump attacks into combos is difficult and was difficult even prior.  The player has to completely stop taking actions for a moment before the jump key registers during melee.  This makes it awkward to use.

  7. I've been grinding in the void and derelict since Grate Prime was announced (I have not slept, it must be mine!), but I have yet to find one part for it.  What do I have to do to appease the RNG gods?  Also, is it as OP as everyone's telling me it is?  Does it stack with heavy impact?  Oh my god, it took me a full minute to type this, I could have been grinding.  Crap!

  8. how could you even hit it? (when it wasnt lag)

     

     

    I parkour all over the place, running on walls, spin attacks, somersaults, ninja kicks, etc.  A Sentinel can get in front of you when you're using the whole of the terrain and your movement abilities.  It also may get in front of you if you move underneath something.  I've had my Sentinel absorb shots for quite a while due to this, but it's never been an actual problem until now.  Ogris, for example, charges and fires too slowly to actually hit your own Sentinel for the brief time it moves in front of you.

     

    I should have gotten a screenshot of Carrier with several of my own Castanas stuck to it (multishot mods).  I went and found the nearest guy and blew myself up right next to him so I could use them again.  They seriously hurt when modded for pure Corrosive (probably procced, guaranteeing I would die).

  9. Please make it so that the Castanas cannot stick to a player's own Sentinel.  I think it's perfectly fair game that a weapon can kill its user through poor use of said weapon.  That said, a player cannot control where his or her Sentinel bounces around to.  During periods of lag or sometimes just being unlucky, Castanas will get stuck to a player's Sentinel through no fault of their own, leaving them with a crappy choice:  Forgo use of their sidearm for the rest of the level or intentionally blow themselves up so they can go back to using it.  Yes, with multishot on them you can stick enough heavily modded Castanas on it in one trigger pull that it will one-shot you unless you have the ability to become immune to damage.

     

    This is a bad mechanic because it's out of a player's control exactly where a Sentinel chooses to go.  Please fix it.

  10. After a host migration occurs during a survival mission the life support bar will glitch out for everyone.

     

    For the new host, they'll be able to see only what life support was left when the migration occurred.  It will stay frozen at that number and can be increased but does not appear to go down.  I have not tested whether or not it actually does not go down.

     

    For the new host's clients, the life support bar vanishes entirely.

  11. Thanks DE for the update but can you please look at the direct health damage abilities of enemies? Getting killed from direct health damage with FULL shields is a pain.

     

    Hotkey a gear slot.  Use Team Heal Restore packs.  Never have this happen to you again.

  12. Further testing indicates that this problem occurs when the player throwing the Glaive is not the host.  Chalk this up to another one of those stupid bugs that happen when a player doesn't host or isn't solo.

     

    This was working just yesterday, even for non-hosts.  Something changed in one of the last hot fixes (probably the one last night).  It looks like you guys could use with a liberal dose of test-driven development design philosophy.  Please fix this, it's in a sad state right now.

  13. For the last week or so, I've been using Glaive Prime on my Loki.  It has been glorious.  The charged attack (thrown action) was damage adding properly under invisibility.  Now, after recent hotfixes, it's back to not functioning again.

     

    I do not know which is the bug.  Was it not ever meant to add damage on the thrown attack under invisibility?  If so, why not?  I could easily grab a Soma and hit more accurately with greater damage at a distance (and mow down more enemies, for that matter).  If it is supposed to, why is it broken yet again?

     

    The weapon is actually fun when it works with invisibility like other melee weapons do.  It is a toy when it does not.  It has weak natural damage, so the only good it actually can do is be a thrown melee.  I have read that melee weapons should be getting some love, but I fear that this one will be ignored again when that happens.  It's always been a bit of a black sheep since invisibility did not work with it before, relegating it to use for humor's sake in low-level missions.  It takes obtaining one of the rarest of rare mods in the game to actually make it good (Whirlwind, when the Glaive itself actually can do some damage).  The Glaive Prime is difficult to obtain - more so than many other primes (I'm looking at you, Latron).  It takes skill to throw accurately and kill at a distance with, which is something many rifles and pistols can easily replace because of its comparative low damage (in its current state).

     

    Please return it to its former glory (whichever recent patch broke it) and, once you've given all the melee weapons a pass, please don't forget it and actually make it a joy to use rather than a pretty, but useless gimmick.

  14. I too experienced this issue when it came to U11. I dont know if Warframe does anything to cause it, or if the graphics card simply just cant handle the amount of data being streamed through it.

     

    This is really unlikely.  I play Warframe with a really unusual setup.  It's a laptop with a desktop GPU running (in an external case) through an ExpressCard slot.  I get roughly 80% of the graphics card's expected performance because the card is only running on 4x of its typical 16x (all of the rest of the pins on the bottom of the card aren't even connected to anything) and the ExpressCard interface is the bottleneck.  I should be getting much worse performance if the amount of data going to the card is too much for it to handle.  I crash rarely, but my wife's normal desktop setup crashes all the damned time and only in one place:  void missions.  The only places I have ever crashed is in the void as well, and it's super rare for it to happen to me.

     

    What seems most likely is that there's a memory leak somewhere in the rendering code and something in the void towers exacerbates it to the point of crashing.  Why this happens more often to some than others, I cannot say, but memory leaks are really finicky like that.

  15. TRSS,

     

    > When I read the title, I was expecting like 50 items that you would complain about...

     

    I checked every single one of them for errors, hence "comprehensive."  Also, it's not so much a matter of complaining as pointing out errors.  Are all the people asking for changes to the text for other languages also complainers?  Aren't they they just trying to help improve the game experience for other speakers of their language?

     

    is soul punch only 1 target?  Then it should be "enemy's" if it can hit multiple then "enemies'".  I'm not sure if it's a single target attack though.

     

    And yes, there isn't a '-' in antimatter.

     

     

    Very minor, there are bigger issues to deal with

     

    Yep, Soul Punch is single target.  A properly pluralized sentence (with plural possession used correctly on "enemies") would read:

     

    A blow so powerful, it turns enemies' very souls into deadly projectiles, damaging all in their path.

     

    They're minor, but they're important polish and incredibly easy to fix, so I put them all in one place so the devs could have one quick go at it and be done.  Mistakes in language are like seeing a red wine stain on otherwise pristine white carpet.  A stain doesn't harm anyone and doesn't detract from the purpose of carpeting, but everyone still gets out some cleaner to try to get the stain out anyway.  Nobody wants their work to look unprofessional or unpolished.  When it does, people start to think "what else is wrong with this product?"  Put your best foot forward in all things, I say.

     

    Edit: I accidentally a word + rephrasing.

  16. (Nekros) Soul Punch - A blow so powerful, it turns the enemies [enemy's] very soul into a deadly projectile, damaging all in its path.

    (Valkyr) Hysteria - Valkyr is imbued with energy and becomes a ball of viscious [vicious] rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

    (Nova) Null Star - Creates anti-matter [antimatter] particles that orbit Nova and seek nearby targets.

    (Nova) Molecular Prime - Primes all enemies in a radius with volatile anti-matter [antimatter].

     

  17. Detron - The sleek lines of the Detron conceal it's [its] ferocious nature.

    Flux Rifle - Laser Rifle with Corpus safe-guards [safeguards] removed.

    Galatine - With massive charged power and the ability to hit up to five foes in a single swing, the Galantine [Galatine] sword is the heavy artillery of melee weapons.

    Kunai - Kunai throwing daggers offer a silent alternative to the traditional side arm [sidearm].

    Mire - [...] It not only cuts into the enemy but it infects the wounds of it's [its] victims with a toxic nerve poison.

    Synapse - Powered by a bio-chemical [biochemical] reaction, the infested Synapse rifle fries it's [its] targets with a steady stream of electricity.

  18. I've noticed that most players use only one sentinel for most missioning:  Carrier.  The rest of the sentinels, while having great abilities, end up being bench warmers due to one ability: Vacuum.  The ability to pick up loot frees the player up to do more interesting things, like play the game.  Of particular importance is that it can pick up loot when it falls into hazards like toxic clouds, electrified pools, and napalm, or loot that is just sitting under a swarm of infested (sometimes that extra health or energy orb is exactly what you need to survive, and Carrier helpfully snags it for you).

     

    Suggestion:  Make all sentinels have this ability, but make Vacuum a percentage based buff to the range that only Carrier can use with the maximum range peaking at where Vacuum at max rank currently reaches.  This would make loot collection less of a chore when using any other sentinel and improve the chances that people will actually use the other useful sentinels for the jobs they were intended for.

  19. Bows in general are largely irrelevant to gameplay.  They have all of the physics problems inherent to real life bows (you have to lead a target, the arrow has travel time, etc.) but absolutely no bonus that makes up for the shortcomings.  Yes, you can use Thunderbolt and do a little bit of splash damage, which mostly only tickles anything but light infested and not even them at high levels.  That is gimmicky.  A good sniper rifle, such as Vectis, is now the clear winner in single target damage.  Nothing compares.

     

    If you're in a real mission as designed, odds are that you have far too many targets to shoot at and the bows are all too slow to effectively replace any rifles.  Punch through doesn't get you there either.  There really should be a major reason to use a bow over a sniper rifle, even if no technical reason for such a scenario exists with real life technology or they will always be relegated to looking pretty on your back and your sidearm or melee is perpetually in your hand.  Leading a target from a long distance out is an actual challenge and that challenge should be rewarded somehow in the gameplay.

  20. I'd prefer an option to turn this thing off entirely.  It's clearly the work of an overzealous graphics artist and not someone who has ever shot a rifle with a scope.  The tried-and-true crosshair with mil dots is not for aesthetic effect.  It's designed to provide important information at a glance without getting in the user's way.  The last thing one needs in real life shooting is to lose even more visibility when they're already losing peripheral vision due to the use of a scope to begin with.  The new scope graphic stuff really does just get in the way and adds nothing to gameplay.  It's distracting and I'd like to be able to decide to use a basic crosshair of my own volition.

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