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Fubukin

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Posts posted by Fubukin

  1. So... To kill one off takes 10 days from the moment it hatches, so 8 days of maturity, twelve days total of it clogging up the hatchery, but that isn't even confirmed yet, right?

    Classy, DE.

    "Oh, let's just not implement a delete option just yet because of reasons. Let's feast on the impatient people buying slots over slots and let's make the breed not just completely random, but non-tradeable and of course give one doggy breed a way higher chance to get rolled than the others."

  2. The 'Come over here' hookshot thing is stupid and doesn't fit them. I rather have them slap me again, and honestly, the run in and slap was pretty intimidating.

    I had a mission where I was - granted - leveling the Akzani as my only weapon, and had to solo. I ended up with one Healer, one Leech Eximus and another enemy. I had to pop 8 ammo team restores while drop-kicking them to keep them from damaging the pod, then had to lure them away one by one chipping them down, because the Leecher kept my energy at 0 and the healer kept them alive.

    It was pretty satisfying but also ridiculous.

    I think they tuned it down a notch, because I didn't run into the group effect multiplication anymore, at least not to the level of 1 leech and 2 healers keeping a whole group alive around Sechura wave 20+ with no chance on clearing the room anymore, if you don't bring ridiculously OP weapons for that purpose.

    All what this - and the boss-level buff - honestly does is focusing Defence missions even more on Ogris, Penta and Angstrum than they already were.

    I didn't run a high survival yet since U14, can't say how ridiculous it gets.

    Don't get me wrong, I love the Eximus units. They spice things up and were needed.

    DE just could tone down on the leech effect a bit.

    Sure, not building energy dependent is one thing but that renders a whole half of your loadout optional, doesn't it.

    Just make sure that effects dont multiply.

    Two Novas in a team spamming M-prime doesn't multiply either, right? So why should enemies have that advantage.

  3. We need at least two of them available for loadouts.

    Just mirror the hatcher thing to the other side of the ship.

    And yes, an option to get rid of additional breeds we dont need would be appreciated.

    A give-away / tradeability would be neat, but I dont see that happening :P

    Thanks for the two more stasis slots, btw, DE. Very much appreciated!

  4. "Fixed the Carrier sentinel being seemingly 1 hit killed by enemy Kubrows and Volatile Infested." - about time, seriously.

     

     

    Can we now please once more see how many players are active on a planet and mission again?

    I greatly benefited from that when clearing my star-chart, I can imagine a new player would love to see if there are PUGs available before clicking and waiting, and a little number in these big mission fields wouldn't be too hard to maintain, right? It doesn't need to be real-time, either, just 'on load' of the planet.

     

    Also, shifting from one planet to the next without having to hit 'esc' each time, then having to remember what planet you were in, that would be very neat, too.

     

    Also, UI-wise, the manual hover flip-down on the team-mate loadout is not just unnecessary, as the room is there and doesn't get used by anything else, but also a downgrade that doesn't have to be one.

    At least you still see their dragon key, that is if the UI doesn't bug out, but I'd rather have all of those four loadouts showing completely, so I can have that on one glance.

     

    Also, please consider us being able to equip gear (as in, Dragon Keys) while seeing what the others have on, not having to frantically remember the three other keys present. This could either be done by the ability to access the gear loadout from the Team menu, or the Team-menu being a constant overlay.

    I'm pretty sure it wouldn't hurt the Arsenal UI, or even the Foundry if the Team loadout is always present in your ship when you are part of one.

     

    Other than that, please rethink the whole Kubrow situation a little (especially the Stasis cooldown and the limitation to one unfrosted kubrow, as well as the decay under 100% that should only occur upon Kubrow death, imho), then U14 would be awesome.

     

    Really, really digging the new tutorial and immersion, even tho the Liset is a huge performance hog, especially the new star-chart.

  5. I cant take snapshots of my mod layout. it worked before.

    I also cant take snapshots of anything with a menu overlay regardless, like the mission results, it seems.

    Please let me take snapshots whenever I want. And no, I don't want to use third party stuff for that. The game has a snapshot function built in for a reason.

  6. Reasons for MK1 weapons:

    -Beginner tier

    -Free selection of a nice variety on starter gear, as long as they're cheap

    -More comfort with a bit less DPS than their 'full' versions (MK1 Braton has a higher mag, more even damage types and better accuracy)

    -Of course Mastery XP.

    Reasons against MK1 weapons (in the market I guess):

    -Uh... slots cost money? But only if you, like me, want to keep everything.

  7. Sure, you have to get lucky with stalker, but other than getting extremely lucky with the Paris Prime drops, the alternatives - normal Paris and Cernos - are a joke.

    Dread has the highest overcrit chance.

    Dread has the fastest arrows.

    Dread still cascades through a group of enemies, just like bolt weapons do.

    Especially as beginner weapon, it's awesome:

    It's easiest to mod since it starts with two V.

    Thus, without catalyst, dread outclasses everything crit and damage wise.

    With catalyst and without forma, dread still outclasses everything.

    If you overcrit, everything dies against slash damage regardless.

    Dread overcrits the most often, and if you run a desecrate Nekros, you want to cut them in half anyway.

    Thus, Dread is the best bow on anything, especially when you just want to have one bow in your arsenal.

    Also, Paris Prime is ugly.

  8. i'm more of a cat person, so not even that.

    in all seriousness though, kubrows at its current state are nothing more than a plat and time grave.

    it's too convenient that sentinels are crippled right now and that fixing them dying within seconds takes sooooooo loooooong to figure out. has nothing to do with pushing people into investing heavily into this new, limited and unflexible version with dumb AI and overpowered stats, once you sunk a couple of hours to days into farming mods for it.

    not saying that it's an intended move or anything, that's more of a thing PWE would do and DE promised they try their best to keep full control over the game's design, right?

  9. that's your starter plat, you cant trade with it, you can only spend it on slots or in the market.

    spend it on frame slots first and foremost, btw.

    edit:

    beginner plat and plat that comes from bonus cards (with some GPU bundles and the like) works like that.

    plat you traded for or paid money for you can freely use for anything.

    also, your beginner plat or limited plat gets used up first if it is possible to use it.

    as in, if you buy a frame slot, it uses that limited plat up first.

  10. no, that just happens when stuff died during the mission, happens to the kubrow too and doesn't mean anything.

    basically, the game knows that there should be a companion, but cant find info about it, so that screen asumes rank 0.

    i leveled my kubrow and it died in the mission, was basically set to rank 0 in that screen, but still got exp and rank ups as you'd expect in the arsenal despite its death, as it should be.

    TLDR: its a mission results bug, nothing else.

    The issue with the superweak sentinels might stem from kubrows being practically forked off of them codewise and that must have broken something, as in a shared resource (gamecode / file) being edited for the kubrows which the sentinels use, too, after all.

    I currently am leveling my Mirage with a Carrier in Sechura and i noticed that runners explode on death and apparently do damage. Either my Sentinel is somehow linked to the Kubrow of some other player that is usually in the game, or the splash damage upon death (that shouldn't be there, iirc the hotfix notes correctly) is so wide that it reaches me over 10 metres away.

    Yes, if the pod is in the middle of the bridge on the dam map, and you sit on one of the lockers behind it, the death splash damage still reaches the carrier and damages it. Even Fast Deflection doesn't seem to kick in in time there.

    I mained Carrier as my sentinel for months now, and I even took off it's ability to attack. It never took damage from anything, as far as I remember, only when I was down, because enemies ignored it.

    Either enemies suddenly all grew some sort of AoE effect to their damage, or are suddenly aware of what they never were before (as in a Sentinel that doesn't even attack them) or there is something wrong with targetting and damage dealing.

    I dont want to believe that this was done intentionally, even though this would fit perfectly with PWE's modus operandi (to make the old stuff worthless and have people invest time and especially money into the replacement). I still have trust in DE on that matter (and know how hotstitched their upates usually are).*

    Point in case, they said themselves in devstream31 iirc that Kubrows aren't supposed to the the 'new hotness', declassing sentinels as the 'old and busted', as proven by the ridiculous breeding times and the 3 hour stasis unfrosting timer.

    *DE does their best to fix this up, I'm sure of it.

  11. I've been patiently waiting since Hydroid's introduction to get his other two abilities (Tempest Barrage and Tidal Surge) added to the drop tables somewhere.

    Nothing.

    Helios and his two abilities (Investigator and Targeting Receptor?

    Nothing.

    Now Mirage gets introduced and not a single one of her abilities is available as drop.

    I like to have several different ranks of each mod, just for flexibility sake in builds. Now I don't even know if I can max the set I have of each, because if I'd ever succumb and trade for them, I'd have to find someone who didn't level theirs. Yeah, tough chance on that.

    This greatly cripples those two frames for me. I didn't touch Hydroid since he hit rank 30, Mirage might suffer the same faith, and no, I'm not building another version just to get another set of mods, thank you very much.

    Meanwhile, at least the Kubrows get their mods added, even though to uncommon, locally very limited enemies with a super-low drop chance, but that is another issue:

    Why are the Health and Shields mods uncommon? They are too important not to be common, really.

    Ever brought an unmodded Kubrow to a mission on earth? It gets decimated in seconds and dies before you can even find where it dropped.

    Why are the ability mods rare?

    What is the point of having Savagery and then Ferocity, which do the same thing?

    Are there two more of that exact same mod for the other two Kubrow breeds?

    Was it really necessary to cluster the mod collection up like that?

    TL/DR:

    -add the mods that don't have a drop location yet to the drop tables, please.

    there is even an enemy that drops nothing right now (Infested Runner, the cyan dude)

    -or add them to the transmutation tables.*

    -or make them craftable in the dojo.

    -or let us craft 10 of one thing into 1 of another, equal thing to battle the endless grind.

    *IMHO, the biggest issue with Transmutation right now isn't that you get stuff you don't need, but that the chance to downgrade four rares to a common is way too high.

  12. open your GPU's interface (AMD catalyst in my case, dunno what it's called on nvidia) and be amazed how much of a performance hog the ship actually is, especially with reflections on.

    the biggest part would be the navigation, just the good dozen planets in a circle almost maxes out my GPU's possible performance, while the rest of the game hardly gets above 80%.

  13. remove the stasis cooldown completely, it is $&*&*#(%&.

    use the other side of the ship for a second kubrow spot.

    let us see what kubrow it is from the egg already. don't put stupid RNG into this, esp. when i already hear the chance isn't 1/4 for every kind.

    most issues can be resolved by this.

    keep the long hatching and maturing times, that's alright.

  14. i crashed hard to desktop a few times. that happened when i hosted for one other person, even solo. i dont know what triggers it, really. the whole system is very hot-stitched.

    if they wouldn't try and cram all sorts of things into these major updates and just reserve it for one thing, i'd be more happy. ship + tutorial would have been enough for u14. the rest could have been delivered later when it's ready.

    and concerning destiny... in all honesty, i dont see the appeal in that game. i watched some gameplay videos, the voice work was awful, the missions bland, the naming and character design boring and generic. why should anyone pay 60 + premium for it when warframe is free?

  15. First of, if this was mentioned somewhere else already, I apologize.

    Kubrow, as well as Team-mates and other people's Sentinels block your line of fire.

    Well, I guess we can be happy that it doesnt get hurt or instakilled by an arrow to the neck, but it swallows the attack, wasting precious seconds.

    You know what was one awesome thing about Resident Evil 4? Ashley ducked out of the way when you aimed at her.

    Adding this for your Kubrow at least when you aim your weapon would be a good thing, not have the mutt jump around in front of you while you try to line up an arrow headshot cascade on some group of unsuspecting Grineer.

    Other things:

    Shouldnt using a revive revive your Kubrow as well?

    Shouldnt your Kubrow not die in a blink of an eye when you die?

    Shouldnt the Kubrow earn EXP from weapon kills, just like Sentinel does?

    I mean I can see a reason for it not to, but it is currently very tedious to level it, and after all, your Tenno Powers level it up. Doesn't make much sense that your or the team's weapon kills don't.

    Definitely make the Kubrow show up on the radar and make it way more obvious when it is downed somewhere - especially where it is.

    Bleedout boost mod being a necessarity instead of a convenience is not a good idea either. It's bleedout time should be as long as any Tenno's.

    I'd also love a rudimentary command system, to tell the mutt to stick back or attack.

    I didnt find any way to order an attack to them yet. One way would be to aim and then hit X or something like that.

    If I notice that the DNA thing dumps under 100%, I will be very disappointed. If that is the case, then the DNA boosters are actually dog food and thus way too overpriced for anyone just playing for like an hour a day.

    I heard something about 3 hours of taking your dog out of stasis? Seriously? I guess it's not meant to be the overnight storage, but still. Anyone who cryo-stasis their doggy over the week wouldn't really bother with unfreezing it on a weekend, right? Or are you supposed to shell out plat to speed that up? I hope not, that would be PWE level of vicious gamedesign.

    I take it the current Kubrow mods are just the basics.

    I have my Sentinel pretty much for Guardian, Sanctuary and Coolant Leak and kind of miss those.

    Makes me hope there will be a few more cool ones down the road. Not necessarily clones of the above, but surely equivalently interesting gimmicks.

    The way of obtaining the mods (am currently on my third full day of farming a good set of them and only ran into 3 eggs and 3 rares so far) as in their rarity is very tedious. an unmodded Kubrow is insanely weak, so the Link Shield and Link Health are pretty much mandatory to have so it doesn't get one-hit-killed by the first enemy.

    That and you not being able to command it to stay back and just collect some exp, like a Sentinel without attack mods would be pretty much insta death and lead to a very grumpy little mutt.

    I also noticed that enemies, especially Feral Kubrows directly attack your Sentinel. Is that intended? I've never felt the need for 'Spare Parts' but am currently running it on my passive Carrier. I don't remember that this had been like that before.

    Last but not least: Sabertooth cats for us cat-lovers. Thank you very much!

    Addition:

    I just switched my Arsenal loadout over to one with a Sentinel and then back again - a great addition, btw - but that made me realize that the whole Stasis pod thing combined with four types of Kubrow having exclusive powers is a bad idea.

    So, what if you want to use a Huras instead of a Shade? But only on a Banshee or a Vauban? What if you, during the next mission, want a more aggressive doggie on your Rhino or Ember?

    Too bad, you can't. Because you have a cooldown, right?

    This commitment to one of four doggies with a cooldown timer, while your Sentinels are there and waiting for you, doesn't seem to be working out.

    I have to add that I don't have a second Kubrow yet, so I don't know how long it takes to stasis and un-stasis one. I am basing my conclusions on what I read on the matter so far.

    Additional Addition:

    Yes, three hours. Are you for real. So a weekend warrior defrosts their mutt, then goes having an extended brunch or something, then comes back around noon and plays a bit, then parks that thing again in the fridge?

    And not being able to have at least one doggy at any time, still having to rely on Sentinels, why would anyone even bother, besides Mastery?

    Yes, that is what this chore is reduced to for me right now.

    Solution?

    Use the Arsenal's other side for a second pen. And get rid of that silly defrosting timer.

  16. overall, i like the new system.

    -the frame i'm using blocks the left side of the mod menu and the foundry, it's unimportant for what i do in the menu so move it out of the view

    -give me an option for more rows and columns in the mods, i have the screen real estate

    -give me the option to see a smaller view for recipes in the foundry

    -and / or give me the option to zoom out a bit.

    -foundry needs to show how much of a crafting item i have, so i know on one glance whether i can afford crafting several things

    -foundry needs to show how much of a recipe result i already have! be it ammo packs, vault key or to see which helmet or weapon i already crafted and which one is new. the same old 0 or 1 or more than that in one corner of the icon is enough for that purpose.

    -foundry needs more sorting options! i dont care about the selling price of an item at all. i want to not just sort by state, but also of "percentage status of crafting" and "time to finish crafting" - like that, i want to be able to see right on the top which item finishes next, when i have more than 6 things crafting.

    -let me hide recipes of stuff that i already have crafted (exclude stuff that is consumable, of course, like keys or team restores)

    -the armory is awesome, no complaints there, besides maybe a bit more intelligent mod sorting. the separation of all mods and aura mods is a great start, but a type in search field with active search would be nice (i.e. you type in ser and it shows all serrations in the order of your sorting setting)

    -the planet thing, hmm. no real complaints there, actually.

    maybe would be nice to shift from one planet to the next by swinging them to the sides. maybe by leftclicking into the planet.

    -the chat window's default after a mission is the last tab in the line of tabs. if that's a whisper tab, i see my outdated whisper, that's stupid. i'd rather have it default to recruit. ir'd love to be able to decide which tab should be my main-tab too, that's active whenever i load into the liset.

    -the chat window's user list starting letter thing to the right of the chat window can very well span all the minimum height of the chat window, that's more than just 4 lines.

    yes, i know that search fields and planet leftclicking is hardly console compliant, so it will never be implemented, but let me dream that PC is still more than just the bug testers for the console versions.

  17. if you ever reconstructed a dojo and didn't bind plat into those rooms, then the mirage quest is nothing. just wait it out like everything else in this game, really.

    the argon issue is more annoying. i had 86 of those things at one time a few weeks ago. and now i have to grind an hour or so to get the 3 or so that this update needs.

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