T_erry
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Posts posted by T_erry
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항상 번역 감사합니다
이번엔 번역본이 같이 나왔네요
당신은 신이야!
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감사합니다
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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. -
I also think this breath is too weak
Damage frequency should be double
Damage and energy drain grow by time
I think imidate damage is not matchinh to its concept
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How grate idea!
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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
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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
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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
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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 🙂
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hildryn's aegis storm some time can't rise and lift enemies.
hydroid's tidal impunity doesn's work at all.
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Larva gather enemies but sometime they suck in the topography
Then larva-virulence combo comes to a haltMake larva can reuse without augment
Undertow can pull enemies but they also suck frequently
Because of low point of view and pulling them straightlyDon't lower the view and lift enemy before pull just like 'real tentacle'
Vortex attracts enemies ignoring object
So enemies suck beyond wall or floorThat interrupts find and 'killing' enemies
Make vortex not to attract enemies that beyond objectTether Coil pull enemies just one time
Most of times it can't pull enemies into bastilleMake it pull enemies periodically
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Current converted lich appeares at random
And remain for a moment, only use their weapon
They can's kill one enemy in high level missionSo 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
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Need waiting squad function when starting railjack mission with your own railjack.
Need mission vote when restart another mission so that those who want quit can go back.
Need additional match making when restart another mission with not a full squad.
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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
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and unstuck commend doesn't work
it happen when I throwed by Lich
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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
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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.
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전 이거 원문 읽는것만으로도 미쳐버릴려고 했는데 다 번역하셨네요 ㄷㄷ
수고하셨습니다.
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tesla nervos drone needs it's original design.
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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.
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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.
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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
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Liberation area is too wide.
In addition though enemies are on dropship, control level started to decrease.
That makes you can't manage control level illogicality.
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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.
I want kuva(tenet)-variant cosmetic and prime weapon skin
in Art, Animation, & UI
Posted
One can add to reword as ephemera the other can sell in prime access 😀