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doomsdayforte

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Posts posted by doomsdayforte

  1. Problem:  When you swap to melee mode by holding the Weapon Swap key, you are unable to swap back to your primary if you aren't carrying a sidearm. 

    Reproduce:  Join mission as a client with no secondary weapon equipped.  Go into full-equip melee mode.  Try to press or to hold the button again to return to your primary and fail. 

    Swapping back works if you have a secondary, regardless if you carry a primary or not. 

  2. How to trigger:  Equip only a melee weapon and join another player's session as a client.  Manual blocking does not work but automatic blocking from before still seems to happen. 

    Temporary solution:  Hold your Weapon Swap key to 'equip' your melee and manual blocking is restored. 

    Hosting a game or playing solo allows you to block without holding Weapon Swap. 

  3. I recently went through one round of Rhea/Saturn with getting all of the reactant, but the host left after the first round at the extract/continue screen.  After the host migration, my Warframe was frozen in place and I couldn't do anything and I believe the new host was in the same state.  No enemies spawned either and even pressing 5 only shifted the camera around but I was then trapped in an invisible frozen Operator mode too.  The new host eventually aborted and I was booted from the mission entirely. 

     

    I have had this happen once before on Xini I believe (at least that map layout) too.  I have F6 pictures of both instances if those are necessary. 

  4. Something I've noticed today while doing Fissures is that the sound that plays when you get 10/10 Reactants has been playing too early, when I'm at 9/10 and I've even had it play at 6/10 before too.  It's a minor issue but if you're using the sound cue to track your progress, this can throw you off.  It plays as normal on 10/10 still. 

    I have a copy of the EE.log saved where this happened a few times in the final mission (Xini fissure) if that would help anything. 

  5. Uh, hardly use the forums enough to figure out how to attach images, so here goes. 

     

     

    Spoiler

    I absolutely do have an Amp named X-BUSTER.  jOIeJaj.jpg

     

    Spoiler

    Seen any Mavericks around? 

    D2Scvo3.jpg

    Spoiler

    I kinda wish the area with the tertiary color was bigger on the front of the helmet instead of the back to make it look closer to X's helmet crystal thing. 

    V9k7nXT.jpg

     

    Spoiler

    One without the helmet.  Of course this is a reference to Mega Man ZX where Reploids had white angular prisms for ears. 

    AqRPmQH.jpg

     

  6. I didn't get a screenshot of this one.  It's a pretty minor bug all the same though. 

    I did normal Onslaught solo.  Zone 1 was VS Grineer and some Manics spawned there.  I made it to the portal to face the Corrupted in Zone 2, and I saw the telltale light streaks of a Manic not long after I warped in.  After I took him out, I didn't see any more.  The Corrupted seemed to consider him an enemy as expected, but that Manic might've been able to ignore how the zone transitions work to keep hounding me. 

  7. Let's see here. 

    I have an Oberon.  The color (but not energy) came from hitting Random, and I liked it enough to never swap off.  It reminds me a little of mint chocolate chip/mint cookie dough?, but the colors just look fine to me. 

    I originally had this loadout titled Bravely Default, but since that can't exactly be used, I settled for Deerfault instead. 

    Spoiler

    MFcRBS1.jpg

    The Panthera is pretty lacking, but sending parts of enemies flying off never gets old. 

    9APB4nb.jpg

    Red and white.  Red Cross.  Healing.  And bright green energy for all the +s. 

    nUVJ13i.jpg

    I don't need no TOUGH-ACTIN' TINACTIN, thank you. 

    And this is Ingrid.  I tried to go for an Iron Man-esque color scheme with her outfit--I originally had her in a Zero Suit Samus-inspired color scheme but I like this too. 

    Spoiler

    b3Uckru.jpg

    No pupils, no problem. 

    m41GdT7.jpg

    I once got the emblem to glow bright white and with bloom and all, but I never found the right combo of settings again.  Shame, since it looked like I had the chest magnet thingy too.   

    K46orKH.jpg

    The truth is...I could probably take Stark in a fight. 

    Good luck to everyone. 

  8. All right, well. 

    I've posted enough on r/warframe about this so I'll try to summarize my otherwise long-winded feelings. 

    Warframe is a high-velocity game where you should spend time killing scores of mooks with your ridiculous weapons and powers.  Instead, Warframe has serious periods of downtime where you must touch each drop that comes off of enemies, at least if you aren't running Carrier.  If you choose to ignore drops, you get to experience the game 'as intended' with wasting no time to find the next fight, but you wind up losing out in the end because you won't have the resources to build your gear or the mods to improve them (or take much longer to get them).  If you decide to focus on drops, you are oftentimes left behind as your allies rush on ahead, so you tend to not really get to experience that thrill of combat, in exchange for being able to build potentially anything and power it up as you wish with your diligent collecting. 

    Those who run Carrier have a 'best of both worlds' situation.  They need spend less time running over to resources and Mods and other drops, meaning more time to go kill things.  And this point completely ignores the "I'm about out of ammo/health/energy and need to move 5m in this direction to get a pickup I need, then move another 3m over here, and then..." regarding vital pickups.  Those with Carrier have an immediate advantage in this field over those who don't have/don't use it, even though there is a slight problem with Carrier sucking in vital pickups when you won't benefit from them 100% (wasting drops).  If I'm in critical health and there's a health orb about 30m away and a Grineer has me in his sights, I'm probably dead if I don't bulletjumproll right into it.  With Carrier, at least I don't need perfect accuracy to touch the orb and tank the hit. 

    There is talk of 'freedom of choice' in this game, and the way loot works and Vacuum existing kinda takes away from it.  You run Carrier and you can focus more on the gameplay, the high-speed gunmageninja action against everything else.  The only positioning you need worry about is not being in the path of a Napalm bonfire or Tar Moa puddle.  And if you need something as far as ammo/health/energy, you only need to vaguely be close for them to assist you.  Not running Carrier means you get a Sentinel that can actually attack beyond sneeze range or a cat or dog, but then you have to split your attention between the enemies you're fighting and the things they're dropping.  Well, 'have to' but ignoring drops now will harm you later on. 

    And the dominance of Vacuum means that dogs and cats go unused.  Poor Chesa was designed to be the dog counterpart to Carrier, but its performance was sorely lacking (but the disarm was really helpful, no lie).  For cats, Smeeta actually convinced several people to switch from Carrier with its ridiculous rare resource drop with Charm, though once it was changed, people went back to the gourd.  Splitting Vacuum into three mutually-exclusive mods is already bad, but making them Sentinel-only means that dogs and cats won't see any more use than what we have now!  Carrier will just be called Wyrm/Prime, or Dethcube, or Djinn, or Helios too.  Why should I 'have' to use a Sentinel if I want an easier time collecting drops? 

    Vacuum as it is now is the Dual Zoren from the Zorencopter days.  Or the Tipedo from Directional Melee.  And so on.  The 'fix' for these didn't come in three parts.  We got something that was honestly better if only because we got to use anything we wanted to space ninja ballet through the maps.  And doesn't it kinda kill the idea of freedom of choice if you can only use the mods on Sentinels?  If Universal Vacuum-as-now is considered too powerful, consider that we've had it for ages now--as long as you ran Carrier.  And who didn't?  It was the Forbidden Fruit given the shape of a gourd, and once you've had a taste, who could resist?  The only real downside to overuse of Carrier is that you can't use other pets, and that's not really a big deal given how amazingly good having a wide pickup range is.  On paper, Vacuum shouldn't sound that great compared to Crowd Dispersion or even Fatal Attraction.  "It doesn't even affect enemies?  Pfft."  Who needs the Active Buster when you have the Vacuum Arm equipped?  Granted, maxing the Vacuum Arm would make buying the Active Buster's final ammo upgrade actually feasible...  The difference is that Zenny in Megaman Legends stops having a point once you've upgraded everything.  In Warframe, the Rubedo and the Polymer and the Plastids and the Orokin Cells and so on all have potential use down the road as DE introduces new things to spend them on. 

    Let us pick the pet we want and not have it dictate our efficiency with looting.  I'd rather it be an innate passive for all Frames, but if not, make it one mod.  And not an R10 that costs 20 at max with an R/Unairu polarity because we have to decide if we want power or items.  I'm not saying to hand us the world on a silver platter, but just to take Vacuum as it is...and give it to everyone.  Let us actually walk our dogs and our cats or even play with poor neglected Dethcube without it screwing our farming power.  Part of the game is being able to kill mooks with our amazing weapons and ridiculous power...and the other part is using the things they drop to make new toys.  Don't make us choose. 

    As for the proposed Carrier ability rework, may I submit one of my own (probably not original)?  Have Carrier drop equipped health/ammo/energy/shield restore plates when you get below 10%/25%/50%/75% of max, delegated by the precept level.  This would make Carrier the somewhat counterpart to the Sahasa Kubrow, which can summon the drops you need provided it has a moment to Dig for you.  Carrier would be the medic of the Sentinels, and since it drops your Team Restore pizzas, everyone nearby can benefit!  Though...you have to stop moving to get the full benefit and Carrier can potentially eat a hole in your resources by overusing pizzas, but it would be an interesting niche that only one pet somewhat touches on.  And it hits the teamplay button hard too.  I know it's a weird idea, but I figured it was different than "Carrier holds excess drops" that's been talked about for years, though that's still a great idea too.

    ...damn, this wasn't supposed to be long-winded. 

  9. Not to necropost, but I also have this problem. 

    Phone model:  LG Sunset (LG L33L)

    Android OS:  5.0.1
    Kernel: 3.10.49
    Build #: LRX21Y
    Software Version: L33L10a
     

    Warframe Nexus version:  4.1.2.4

    Clearing data works, but my password is a random string of characters so it's somewhat annoying to have to keep inputting it whenever I want to use the program.  Which unfortunately isn't often because of this problem. 

  10. I haven't played much with the current system, but I've noticed it's impossible to change the spectre loadout per tier without making another batch per tier.  I presume each batch saves the loadout when they were made, so if I had Excalibur/Mk-1 Braton/Lato/Skana for Vapor x10 and then make Rhino/Braton/Aklato/Cronus for the next batch, the first ten will retain their original loadouts and I'd be unable to use the new one until I burn through the first ten.  Let's just assume that's how it works for the sake of this suggestion.

     

    My suggestion is leaving the spectres as blank slates.  You still have to make a relevant loadout each time you build the first of any tier, but thereafter, you can go to the Spectres section in the Arsenal and not only review the current loadouts but edit them too.   So for example...

     

    Let's say I build the x10 Vapor Spectre set again.  I use one leaving me with nine, and I find it's kinda lacking.  So I pop into the Arsenal and go to the Spectre menu and shuffle around my loadout and save it to the Vapor tier...and now the remaining nine Vapors are that new loadout.  If I find that lacking too, I can repeat the process without having to go to the Foundry and throw more materials and time at it.

     

    I think this would really help with community testing, but also help us not commit to loadouts we think sound good on paper but do poorly in practice.  And if I'm wrong in my assumption that each time you build it saves the current stated loadout, at least being able to change them at-will will help on the build costs. 

     

    Edit for May 6:  Well, I was a bit of right and wrong.  You can change the loadouts of currently-made spectres by building a new loadout for that tier, but it doesn't go into effect until you claim the new batch.  So for example...

     

    You can make 50 Excalibur/Mk1-Braton/Lato/Skana Vapor Spectres and make a Rhino/Braton/Aklato/Cronus one, but until you claim the Rhino set, all 50 of your vapors will be the Excalibur.  Once you claim Rhino, all of the Vapor Spectres you have built already will convert to Rhino. 

     

    Just it takes eight hours, a chunk of credits, and quite a few materials to do so.  Still all in favor of having the loadouts be changeable on the fly, again for testing's sake. 

  11. The Infested have their own sets of missions outside of plain Exterminate, and I'd like to see the regular human vs human invasions do the same.  I mean, I know that makes sense--much easier to take over a place when everyone there's dead, but it's relatively easy to justify different missions than just kill 'em all.

     

    Spy?  The information is vital to the faction's offensive because it has the other faction's battle plans or something. 

    Defense?  The power core is vital to the operation of the ship/base, and it'd be great to turn against its former owners.

    Mobile Defense?  One faction isn't that great at hacking and the Tenno are called in to do the heavy lifting so to speak.

    Sabotage?  Boy, it sure would help the war effort if one of the other faction's ships was taken offline/blown up!

    Deception?  Let's steer that ship into the sun!  Or maybe upload bad battle data to the other faction so they fight worse.

    Rescue?  Uh...one faction's helping the Tenno rescue a POW because otherwise the Tenno wouldn't help that faction?  I dunno.  I can't see the Tenno going out of their way to rescue an enemy. 

    Capture?  Snag a VIP with valuable data for the war effort. 

    Survival?  The Tenno promised a portion of the loot to the other faction, but they're not going to get any.  Who wants to share their lunch in this dog-eat-dog world?

     

    Assassinate?  Well, it's no secret that one faction would let one of their higher-ups oversee the battle...or would deploy a superweapon to help tip the scales back in their favor.  We already have assassination alerts and Phorid manifestations.  I'm not saying the bosses would spring up in the same manner, but it can still work somehow.  Like, maybe if the attacking faction gets pushed back enough, they roll out their boss on a random node which has a heavier weight on how the invasion goes from there? 

     

    I just thought it was weird that one faction would bother to help the Tenno with a variety of missions against the Infested, but not against the other humans.  I mean, I know the Infested are the bigger threat, but...a little variety can go a long way.  There's a big problem with my suggestion in that it basically becomes "regular Warframe but not everything is trying to kill you" and to be honest, some of the newer map tiles are vs faction Exterminate only, and they're pretty neat.  I mean, I can't see myself hopping in a breach missile just to steal some research data or something...though I wouldn't be opposed.  Reusing current maps and stuff could work I guess.

     

    Another issue is that, well, you have a choice of who to support and it wouldn't make much sense to decide from which faction you want to rescue the POW or something.  And consider boss nodes--would it then be a choice between, say, Vor and Jackal of who you want to fight?  The nodes could be fairly large places since they're all on planets/moons, and there's a lot of ground to cover here.  I dunno. 

     

    Just a thought. 

  12. I'm all for this idea, for the same reasons Morcant posted.  Maybe not even have it as an inbox reward (because I tend to check every email I get because that's natural), but just let us store up our suit/item EXP to be used when we want it.  It won't even be gamebreaking since the amount of affinity needed to get meaningful levels is prohibitively high by this method, unless you constantly roll it in the login lottery.  It'd be a great way to get even a few ranks on a new toy since even having a weak mod installed is better than none. 

     

    There was a game for the PS1, Valkyrie Profile.  It had a feature called the "EXP Orb" that would store up out-of-battle/event EXP.  Stuff happens, you get rewarded a set amount of experience, and you could dole it out to your units at your discretion.  It was mostly there to help boost up underleveled units but also to get them up to speed with the rest of your team since they wouldn't have any of the EXP you got killing things, and it was a necessity for Hard difficulty because everyone joined at level 1.  A feature like that for Warframe would work well with the login rewards, I think.

  13. I don't have any proof of this but I've asked a couple of other people and they seem to think I'm remembering it right. What happened to the Grineer/Corpus invasion % on the nodes? It's great to have them on the Infested nodes (alongside the mission type, thank you), but it is a little bit of a pain to have to zoom out and look at the Operations list to see how far along some nodes are.

    If it turns out I'm senile and was just imagining this from the start, then uh, I guess this is a request. That's all.

  14. I admit I don't know much about the issue, but I've heard rumblings of change.  My guess on what that problem is, is that it restricts player choice in a way.  If you want this effect, use this cosmetic, instead of making that Warframe your own.  For anyone who played Team Fortress 2, recall the Polycount set for the Sniper, the old set.  It made you immune to headshot instant-kills, so it was the perfect Sniper duel gear...until someone had the gall to bodyshot you.  So I'll try to break some things down. 

     

    Solution A:  Helmet Slot Mods

    Consider the Aura slot we have already as a body slot mod.  You know, like the other ten slots Warframes have.  Let's stick a golden slot above those.  Now instead of helmets providing stats, you get unique mods that do.  For the sake of balance, these mods would have zero ranks (no raising), they would take zero mod energy, and they would also provide zero mod energy...and naturally not have a polarity because there's no reason for it.  You can pick your helmet and you can pick the corresponding mod to go with it.  Wanna run Rhino with the Thrak helmet and the Vanguard effect?  Now you can!  For the sake of simplicity, let's make everyone's mods be usable only for that Warframe.  So only Mag can use the Coil and Gauss mods (named so for the effects those helmets used to provide).  I suppose the mods would prominently display the helmet in question.  And uh, I realize that the naming would get confusing very fast since we have both helmets and mods with the same names. 

     

    The Problem with Solution A

    How would you get the mods?  People are already averse to RNG screwage.  I'd have it work on the same lines of how Warframes are built--you claim the Warframe, you get four unranked power mods...so if you craft and claim a helmet, you get its corresponding mod, so you still have to work to get the helmet's effect or otherwise trade for it.  You'd have a "useless" helmet sitting in your inventory but now it's a truly cosmetic item and you get something to buff your Warframe as it is.  Another problem is that Nova only has one stat helmet, and Valkyr, Nekros, and likely Oberon have zero--this would have zero benefit for them since their helmets are already purely cosmetic. 

     

    Solution B:  A+

    Take what I said above about A.  Now instead of mods being locked to specific Warframes, let them be used by any frame.  You craft a helmet, you get a mod with it, but any frame can use the mod, just not the helmet too.

     

    The Problem with Solution B

    Oh, plenty.  Firstly, balance.  Imagine a maxed-out Rush Loki sticking a Vanguard mod in his helmet slot.  Everybody's Super Sonic Racing all right.  There would also be some issues with overlap, though I took a quick look at the Wiki and apparently none of the stat helmets have identical stats, but I could have overlooked something.  I feel this would not only give people a reason to make helmets they otherwise wouldn't use, but it really would open up customization options.  I'd love to try Nyx's Vespa effect on my Trinity sometime, or Mag making use of Trinity's Meridian mod for more shield tanking.  And this would let the three frames above be able to participate outside of Solution A.  This might still force the idea that all helmets should come with a stat (through a mod), so it doesn't really completely fix the issue. 

     

    I dunno, is this too powerful?  It'd greatly open up adaptability options, but then I can see some mods/helmets becoming much more desirable (who wouldn't like more duration or movement speed, after all?).  It's something versus having all helmets go fully statless, which I'm not really all for, though I am aware they're meant to be cosmetic. 

     

    This is my idea of having the best of both worlds. Lemme know what you think.

  15. I like this idea.  Maybe have it be a part of the "cell status" button or whatever it's called?  I dunno how often people use it, but I always throw it on when I start a mission.  I'd leave the part of coloring names out, since it's just the four of you.  Now, would the names scale based on distance, or would they be a static size no matter what?  And would the names only appear if they're out of sight (white blob) or constantly?

     

    But yeah, this would really help coordinate some teams. 

  16. http://steamcommunity.com/sharedfiles/filedetails/?id=217792598

     

    Here's an example of what we see during the "time attack" Nightmare challenge.  You kill someone, big TIME ADDED! popup...uh, pops up.  It kinda gets in the way.  There's another popup when you load into a timed Nightmare mission, and I like that--expand on it, maybe mention the other challenges too so at least people will be aware instead of suddenly realizing that they're out of Energy or so on.  I always look at my status as soon as I load in to know what I'm facing, but some people might not be so quick on the uptake. 

     

    For my suggestion of what to do here, I'd change what pops up, or how it does.  Maybe with the underlined number that comes up when enemies die (the affinity gained), add a "+10 sec." thing underneath it?  Or however long you get when you kill someone.  Either that or add a little notice up at the top near the ticking clock to indicate that time's getting added.  I dunno.  I just think having this popup as-is is a little annoying is all.

     

    Anyone else feel the same, or are you fine with it?

  17. I think I had 220 to start since I bought this bundle from Bundlestars that had platinum in it, and that went with the 50 every account starts with.  I have 36 left and I'll be using 20 of that once Nekros is done building.

     

    I'll probably buy platinum when I get a 75% off discount.  I've gotten 50% off two or three times, but maybe someday...

  18. What you're asking for is a test server, not very applicable to a P2P game.

    I understand where you're coming from.  I don't necessarily want to hand people the keys to the armory so to speak (even though I did talk about getting things with a custom rank for the sake of trial runs), but that's why I want it to be a little restricted.  Nothing from practice can affect the real game, other than the player's own personal experiences, and even then those are likely to be skewed in favor of endgame builds.  I asked myself earlier this week when I was shopping for a new primary if I wanted to get a Braton versus a Strum, and I went with the former mostly because it was something I was kinda already used to, and I only had enough for just one.  A feature like this would've let me try the shotgun out.  I might still get it eventually, but that's only because I'd rather be a collector instead of any strong desire to use it now. 

     

    I'd like it to be restricted so people can't just play in practice all day instead of the real game.  Maybe it can be used as an incentive to redouble their efforts for a weapon or frame they only had a passing interest in before after seeing how it really performs--likewise the risk is that players would find this thing they're testing isn't so great and thus not want to build or buy it.  I really don't want to just write off the risk as something DE shouldn't care about, and to be perfectly honest, I don't know how that compares to somebody buying something off the market and come to find out it's not what they were expecting.  "Them's the breaks" I know, but people invest a lot of time and/or money into this game, and some don't.  Some of us would like to know if the things we're striving for are really worth it in the end. 

     

    Another big restriction is that a trial run like this would almost have to be solo-only.  We've all been there in lobby, one of us being either the guy who's ready immediately or the one who's waiting out the timer fine-tuning everything.  Imagine letting two people completely pick their own setup.  Or three.  ...or four...  While having more people would be best for the testing, even I'll admit that's getting ridiculous.  Something on your own's simple and effective, and the only person you're going to annoy is your own self. 

     

    And finally, how would access be granted?  Would we have to buy a key blueprint and farm the resources?  Would it be single-use?  Would it have a daily limit instead?  Would it be a dojo feature?  I talk restrictions but I don't have many ideas.  I will say that the more people playing Simframe, the fewer there are available for missions, and that'd be crippling to a coop-focused game like this.  There has to be a balance somewhere, but I'm just a guy with an idea and no way to really leash it. 

     

    To be quite honest, if none of this sounds good, I still want that dev-created challenge idea.  Sure, we have achievements and those are a kind of challenge too, but I'd like to see what DE can come up with.  There's Nightmare Mode and that's fine and good, but imagine having all of that hard work and dedication of yours stripped away (temporarily).  It's just you, the mission, and a set of parameters.  But I'm getting into a two-fer suggestion so I'll leave this one alone and maybe I'll make a suggestion post later. 

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