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(NSW)Q.Mulative

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Posts posted by (NSW)Q.Mulative

  1. Right now I have the Tetra in my loadout, and while it has a good "pew-pew-pew" to it, and the bouncing bullets idea is nice, I'm at MR 10 and I just can't seem to find a good combination of mods to make this thing really useful & fun, and I'll have to wait 10 ranks before I can get the room to try out more mods.

    Even missions on Venus, using Equinox Prime to put enemies to sleep and then headshotting them takes 5 or 6 shots per kill.  This thing seems like it'd be really unusable in my usual training areas

  2. It's nice that you can scale the entire UI up, but everything looks great at the default size, except for just two things:

    1. In operator mode, the dot-reticle is too small to pick out against the background, especially in the Orb Vallis where it melts into all the snow

    2. When dealing gas- and toxin damage, it's hard to tell what procs when a vaguely skull-shaped symbol shows up.  Most of the time this isn't important, but it'd be nice to know.

     

    Would it be possible to increase the size of those two things individually without affecting the size of the rest of the UI?  Making "Toxin" and "Gas" symbols look more distinct from each other would help as well.

  3. This is a problem that's been going on for a while and I was hoping someone on the team would get around to it soon.

    I've got my system connected to a 5.1 surround sound system and when I'm listening for audio cues, I tend to know that whatever I'm looking for is right in front of me if the noise it makes goes dead silent.

    This problem can be easily reproduced by trying to talk to Cephalon Simaris.  All of his dialogue will go quiet, except for a slight echo from the right front and left front speakers.

     

  4. The timer showed up and counted down before prize selection began.  We all picked this volt prime blueprint: 

     

    and we ended up waiting a long time.  Some people disconnected, then host migration began, and the mission seemed to restart and then loop through all of the mission dialogue while restarting the prize-selection process

  5. When you fire the Akarius, you fire the right hand gun once, then the left once.  The targeting reticle recoils after each shot.  But if your right hand recoils, your left should stay relatively still.

    On machine pistols, it's understandable that the combined, sustained recoil would cause your aim to jitter a lot, but if it's one shot from each gun it should be much more accurate.

  6. Okay so I'm hunting down Meso N7 relics, and it looks like at a 14% chance, Uranus->Ur is my best bet.  However, in order to get the right reward table for the chance at the Meso N7s, I have to let at least one of the conduits get destroyed.

    It's a little immersion-breaking that the tenno have to purposely sabotage their own mission to get the items they want.  Perhaps in a future update, the player could forgo a random B-table prize in order to choose an A-table prize?  That way, saving all the conduits would be better than letting one or more go.

    • Like 2
  7. You're opening lockers, reloading weapons, interacting with panels, and suddenly you notice you've been alone for a while, your syndicate people, or your eidolon lure, or your spectre is 200m behind you and now you have to backtrack to get them.  One of those "interact button" presses gave them the command to hold position and they silently complied.

    Make it so that you have to hold the button for a second to command someone to hold position or follow.

    Make them signal clearly that they're now following, or holding position when they change modes.

  8. I mean, you should be feeling the difference between hitting red health and hitting yellow, enough to WANT armour stripping, or be able to chew through it if it isn't there.  The problem is when you're fighting 10 or more enemies (as you often are), but your armour, shields and health just zero-out instantly, so  there  is  no  toughing  out  of  anything  going  on.

     

    Also, definitely agree on the stealth just kinda not being a thing anymore.  I've only been playing a short while, but it feels like the whole "Space Ninja" thing is gone when you approach a door, one enemy happens to be facing you, and suddenly everyone in the room knows where you are, who you are, why you're there, and exactly what angle to fire a gun so that it misses all the walls between you and them and hits you right in the left toe.  THEY'RE the space-ninjas now, not you. 

    Now you have to play it more like Space-Musou, where you run in making lots of noise, swinging your weapon wildly and firing all your guns and powers everywhere.  No more quietly walking up behind someone for a single stealth attack, let alone trying to build up a stealth-kill combo.

    • Like 7
  9. Arrite so two of my favourite games of all time are, Ninja Gaiden 3 Razor's Edge, and Bayonetta 2, and a lot of what I like about Warframe is stuff that I also find in those other two games.

    Warframe had some mention of "aerial melee" (e.g. in the Motus mod combination) but there doesn't seem to be a way to capitalize on whatever that offers.  Weapons don't seem to have aerial combos, and trying to hit something in mid-air with a melee attack usually means you have to aim upwards so that you don't go careening into a ground-slam with a long cooldown.  Most of the time, you're shooting at aerial targets, or aiming at the ground so that you don't fall into a pit or other place where the game will automatically unstuck you.

    NG3:RE features very brief aerial combos, with most of the action happening on the ground, sometimes popping an enemy up into the air and jumping up after them for one or two aerial hits in hang-time before quickly transitioning into a throw back to the ground.

    Bayonetta 2 has more aerial versatility, so that you can jump into the air and do sort an an air-dash into melee range with an enemy, where both of you will hang there while you combo them, or even stages where you're straight-up flying and all of your weapon combos have changed to fit better in environments where there might not be a convenient ground or wall to slam enemies against.

    Oh also, it seems kinda strange that you'd have to "aim" your melee attacks like you'd aim your guns.  It'd be nice if there were some kind of Zelda-styled lock on, so that you would automatically adjust the direction you're facing while your melee weapon is out, to hit the nearest target, or automatically cancel a melee-swing into an OTG finisher if the weapon goes over/through a prone enemy.  Or similarly cancel any melee swing into a finisher if an enemy getting hit is vulnerable to a finisher.  There have been too many instances of me hitting "Stealth Attack" only for the prompt to disappear for some reason, so a regular attack comes out instead.

    Anything happening for Melee 3.0 (or perhaps on the table for 4.0?) regarding these?

  10. Ciphers are  an example of this.  You have to put them into your item ring in order for the option to use them when the situation arises to show up, but trying to select them on your item ring does nothing.  

     

    I feel like this can either be fixed by giving them a use (e.g.: equip them like fishing spears / mining drills / scanners, aim and fire them to hack from a distance)

    or by removing them from the item ring entirely.

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