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T_erry

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Posts posted by T_erry

  1. If you have a goal other than to eliminate fighters and crewships, 
    the pilot is head for that destination first, so they leave the battlefield for the elimination of the fighter and crewships.
    If there are any fighters and crewships left to be killed, I hope the pilot will fly near by the battlefield for the elimination.

     

    In eliminating special targets, the Reiljek crew needs to destroy the core exposed to the outside.
    I want to have the system that when the core is exposed, the pilot will move to the point where it can strike, and the gunner will destroy the target.

  2. Guardsman performs a block pattern frequently

    I think the guardman's blocking is the channeling guard

    It reflects ststus effect from me and melee attack causes staggering

    And I ran out of energy when I attacked Guardsman in channeling guard with titania's dex pixia

    Such as a previous channeling guard consumes energy

  3. In arbitration defense mission when operative knockdown, he never stands up

    Additionally in my case he teleport too much times, I can't case him nezha's 3rd augment, he often sink down under floor

    After self damage gone, you also don't stand up when you knockdown and wait for stand up

    This seems to be a similar phenomenon

  4. I want exalted heavy attack to have their own motion and unique effect

    Exalted blade emit wider and faster energy wave

    Valkyr talons scratch with her claws instead of fist rush and stomp

    Iron staff become thicker or longer when heavy attack

    Desert wind create forward wind wave or radial wind wave

    It will be fun if it become true

  5. I love Nekros's concept 

    Grim Reaper, Ruler of Death, The Terrifying One, Necromancer

    It is so cool but only concept and appearance

    He is nothing but a tanky farmer now

     

    You can use soul punch while reloading to protect yourself from enemy's disruption

    But that's all

    Enemies fleeing in terror are hard to aim

    They don't look at you like they do when they fight with you

    Summoned shadows are just cannon fodder though they have damage bonus

     

    I propose quite big change

     

    New passive :  Soul Collector

    You can collect enemies soul from various way

    You will recover your health every time you get soul

    The number of souls acquired can be checked on unique HUD

    Max number of souls acquired is 10 

    You'll have to keep your soul in a hurry because you don't have enough capacity and it will make your play more prosperous

     

    You can collect a soul from soul punch's initial target

    You can reinforce soul punch by hold down key and it'll cost one collected soul too

    If enemy is terrified, soul punch inflict additional damage

     

    Change terrify's armor debuff to augment's slow 

    Terrify temporarily reinforce shadows

    Reduce energy cost to 50

     

    You can get soul randomly from desecrated enemies

    By hold down key you can desecrate all corpses at once just like old version and this have additional chance to get soul

     

    Shadows come from collected soul, not from vanquished enemies

    Shadows of the dead cost collected soul of course

    Increase damage bonus as significant level

    You can change shadow to tracking projectile by cast soul punch to shadow

    You can change all shadows to tracking projectiles by hold down 4 key

    This will enable the active elimination of disturbing shadows for a number of reasons

     

    Entire soul system idea comes from nekros prime trailer 🙂

  6. Larva gather enemies but sometime they suck in the topography
    Then larva-virulence combo comes to a halt

    Make larva can reuse without augment

    Undertow can pull enemies but they also suck frequently
    Because of low point of view and pulling them straightly

    Don't lower the view and lift enemy before pull just like 'real tentacle'

    Vortex attracts enemies ignoring object
    So enemies suck beyond wall or floor

    That interrupts find and 'killing' enemies
    Make vortex not to attract enemies that beyond object

    Tether Coil pull enemies just one time
    Most of times it can't pull enemies into bastille

    Make it pull enemies periodically

    • Like 1
  7. Current converted lich appeares at random
    And remain for a moment, only use their weapon
    They can's kill one enemy in high level mission

    So we convert lichs for trade or they just don't bring good weapon.
    For us, converting lich is similar to 'Lich Trash Can'

    I want converted lich can be valuable ally

    There is a simple solution

    Make converted lich just like warframe spector

    You call them by using gear item, they give ground when they run out health, 
    they use not only their weapon but also their ability,
    they can be hold position by interaction
     

  8. On 2019-11-01 at 3:09 AM, [DE]Danielle said:
    • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
    • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
    • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
    • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
    • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
    • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going! 

    Neutral combo should stay completely still and first attack of neutral combo should be fast enough it should consist of simple-shaped combos

    Forward Tactical Combo should make brief so that you use this combo focused on distance-closing open

    Forward Tactical Combo's follow-up hit and Neutral combo's large hard hit should be only Neutral Tactical Combo

    Forward Combo should be completely movement-free not a single combo can interrupt movement

    I feel insufficient in the number of combos especially some forward and neutral tactical combos 

     

  9. Tenno fly, tesla nervos roll, they can't follow tenno

    Suggestion : when ability activate tesla drons float nearby vauban and emit to enemy if they close enough

    Tangled enemy by tether coil get caught in the terrain

    Suggestion : tether coil try to pull enemy frequently

    Photon strike is not good enough for the cost I'd rather use a weapon than use this ability

    Suggestion : make it strong enough 

    Bastille is ambiguous

    Suggestion : separate base range of bastille and vortex and increase bastille's range. change armor to damage reduction that apply immediately as certain value and duration that apply when you go out of bastille needs at least 20 sec

     

    Using or charging fireball while using weapon is cumbersome

    Suggestion : make own animation of chain fireball just like landslide single fireball should be one-hand ability but three-chain fireball should not be one-hand ability change vexatious potential that use fireball and weapon at once to convenience and stylish action

     

  10. On 2019-11-01 at 3:08 AM, [DE]Danielle said:

    Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go.

    Vector pad itself is quite good but deploying animation is too long so it can't serve as agility assist

    It should be more powerful match to it's heavy animation.

  11. Sentient scouts are always spawn in lua extermination.

    It is good mission to clear riven mod's unveil condition that require kill sentient when plains is not night.

    But sentient scout don't spawn frequently before.

    Now that problem is solved completely.

    But another problem is occur.

    Enemies spawn in the room where I am just like sentient scout.

    In extermination some points in the room is trigger of enemy spawn and spawn is always occur fore room.

    But in the lua enemies spawn even in a back room.

    You should go back and forth to complete mission.

     

  12. When he dance the death, sometime he still hold his weapon. this phenomenon more happen when he hold melee.

    And sometime(quiet often) his head fix in one direction though he turns around. and this phenomenon also occur when you use Vermilion Storm's 3rd attack of Cardinal Breeze.

  13. When you hack the panel with holding nikana your left hand swing unnaturally with sheath.

    This kind of problem is not only about nikana and hacking motion.

    Various motion with holding various weapon direct weird scene.

    I want be free-handed when several actions.

    Here is motions that I feel weird.

    -Landing motion when mission start

    -Getting on landcraft when finish the mission.

    -Hacking motion

    -Capture and revive motion.

    -one-hand ability with akimbo 

    -garas 1,2,3 with akimbo 

    -nezhas 2 with gun, 4 with any weapon

    -nekros 4 summon with melee, 4 calling with gun

    -novas 4 with akimbo

    -nix 4 meditation with gun, 4 release with any weapon

    -rahino 3 with gun

    -limbos 2 activate/disactivate with any weapon, 3, 4 with any weapon

    -mags 1 with any weapon, 4 with gun

    -mesas 2 with arcgun (you know, surprised her arm power)

    -mirages 1 with melee, 2,3  with akimbo and melee, 4 with gun

    -banshees 1, 2, 3, 4 with gun

    -volts 3 with gun

     

  14. In liberation and cache recovery dropship tend to spawn continuously to maintain two dropship in solo play.

    There is no merit to destroy dropship before enemies land. Another dropship will appear immediately.

    Tusk bolkor is big problem. 

    This dropship also tend to maintain it's presence.

    So you let it be here? than you will be killed by bolkor's turret.

    As you know it's awfully hurts.

    You can disable turret FOR A MOMENT. it revive soon.

    What should I do?

    I just killed by bolkor's turret. I destroy TWO bolkors but another one spawn immediately third one kill me. with my mesa activating shatter shield in 130% ability strength.

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