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Guardian1985

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Posts posted by Guardian1985

  1. The corpus / Grineer, has captured an ambassador of the lotus, and has been imprisoned on a large remote Prison facility on a platform, orbiting Europa.

     

    You must use all tenno ninja skills to get through the map, with wallrunning, jumping, sliding, crouching, through an obstacle course of environmental challenging hallways and defences of this prison.

    While hacking doors, and dodging all litterd hallways full of traps. lasers and security cams.

     

    I'm thinking a Missions scenario which plays out something close to an invasion, where the prison has been initially hit by infestation, and there is random Corpus or Grineer fighting infested through out the map, but both forces are hostile.

     

    The mission is available, as being a great opertunity to extract the HVT, from the prison, with its still operational, but compromised security.

     

    The tenno must battle two factions, while going through a very challenging to manouver map, with large pitfalls, high up access platforms, airducts, pilar jumping, and floor lasers, where you must wall run to get past.

     

    I think it could be a great new mission type, set as a Rescue mission, starting from level 10 mission, up to level 40 missions.

     

    Cheers for reading.

  2.  

    the pleague is real.

     

    Tsukinoki If you wanna extract what ever line to make it into what ever you're after to create your little kick of forum discussion "in your face" reply go to a debate forum or some kind.

     

    i find your deconstructive response repulsive, and brings nothing to the table other then a twisted version of the topic.

     

    You disagree and dont like the suggestion would have sufficed.

     

    Besides what you're getting tangled up in is disected details, which is brought in as an example, and you state as if this is the only argument for this thread.

     

    Other then that suggestions or ideas, is all it is.

     

     

    (in mission with level 35-40 mobs)

    Refined on my purpose of this thread

    its boiled down to->

    ---------------------------------------------------------------------------------

     

    Which brings me to my point, the way that shields works right now, against this level of enemies and higher, they are practicly a visual effect, but serves little >> to no purpose.

     

    What i'm looking for is a tweak, which balances out this.

    -----------------------------------------------------------------------------------

     

    Which you either havent read, or distinctively missed on purpose.

    Because obviously your purpose in the first place was not to bring any constructive criticism to the thread, but instead use what ever you could find and use and twist it where only goal is to wage war, and destroy the thread.

     

    Enough.

     

    Instead of making it personal, i want it to be about the actual topic, not for anyone looking to suckerpunch the posters on their replies.

     

    A little reminder in the ways of a saying:

    "Wrecking a sandcastle with amazing speed can be impressive, but its way more impressive if you can build one".

     

    And i hereby leave this thread over to the wolfs, and the forum pleague, where it may be torn apart savagely, and rot and decay slowly into the ground.

  3. I just have to mention to these "you suck and play wrong, play like i do" replies.. you are missing the point.

    You might as well just say, "i like the way the game is right now, and obviously you dont".

     

    On the other hand, this thread isn't really about how i play.. but about how shields affect gameplay.

     

    Lets say Mission sector Kiste on Ceres, which is a challenging mission for the average player.

    I can still take on 20-30 mobs in this mission, bombards and heavy gunners included, playing the cards right.. but my shields has Close to zero or no value here.. where i might as well have been playing with out them.

     

    Which brings me to my point, the way that shields works right now, against this level of enemies and higher, they are practicly a visual effect, but serves little >> to no purpose.

     

    What i'm looking for is a tweak, which balances out this.

  4. I'm not recommending a massive buff to shields; but some sort of time-delayed event for shield depletion should be mandatory.

    A "shield gate" mechanic comes to mind.

    Without reasonable amounts of long, and complex, design changes; something along the lines of a hardened shield that takes about 400ms to deplete would give enough time for the player to react to incoming spike damage. But the time it takes for the shield to absorb damage and "shatter", should not be overly forgiving (Fast Deflection ignored).

    You just gave me a pretty good idea.. How about a decaying value, where the lower the shield goes, the more damage it can take per value of shield.

    Basicly what i mean is, the lower the shield goes, the slower it "goes down".

    Or maybe Main shield, and Emergancy shields, where the mainshield is displayed in dark blue, and emergancy shields is light blue, or Magenta... 

    When the Main shield goes to 0, the emergancy shield kicks in, and the tenno spends remaining energy from energy pool to create a temporary boost, which reduces the amount of damage taken by XX% number, with duration based on energy % spendt from total pool.

    I dont know, but it'd be a way of giving an option when shizz hits the fan.

  5. Yeah i guess its inevetable to get "i know how to play better then you" replies.

    But i'm not talking about that.

     

    In general i go down maybe once every 10-15 missions, because my frame and weapons are maxed as far as it can be maxed.

    But at that point the mission is either a cake walk, or when you wanna try get a challenge, it goes straight from cake walk, into near impossible, too fast.

     

    Theres no point trying to explain how i play or, because the next reply will be exactly the same, "i know how to play better then you" all over again.

     

    But i'm talking about the fact where you actually know you can kill the enemies, but theres no window to react.

     

    Like playing against grineer especially.. where their accuracy is dead on, the majority of the time.. plus they scatter once you start picking em off.

     

    Maybe i'm looking at it wrong, but its just that i feel like i want a challenge to play against higher level mobs, but once they get 1 hit on you, you're down to a miniscule portion of health left, or possibly dead.

    With my rhino, i got 400 armor, 1290 shields, 870 Health, and all max mods for tankyness and ability tweaks.. the iron skin absorbs roughly 3000 damage, but yet doesnt matter, its either easy, and you walk around shooting here and there, while you can plan dinner... or else its WTFROFL STOMP, and you're dead before you realized how much damage you take.. not even the fastest of the gamer reaction times would even matter.

     

    So again i state that i'm looking for something inbetween the black and white, where theres a realistic challenge, not rediculously easy or rediculously hard.

     

    This isnt a whine thread where i cry about game is too hard, i want it to be easier, and i know how to play.

    But i want something where i dont need to go to wave 50+ in ODD, or 60 min in survival to get to use my maxed frame and weapons.

    I've done wave 80 in ODD, and its doable with the right composition of abilities, but once a mob even snease in your direction it doesnt matter what frame, or how you play it, if it deals damage to you, you better have teammates who can Crowd control, to res, or its a gonner.

  6. the thing that makes this game great is the fact that you need to act fast or die...

     

    this would just make the game too easy... 

    Well now that its out there, i guess everyone is entitled to say what their opinions are.
     
    However from experience its only a matter of time before the thread derails, or the forum pleague will decay the topic, and sink into the ground.
     
    But i'd say even a second extra would still be a significant difference, where you actually have 1.5 seconds to do a critical move, instead of 0.5 seconds.
     
    And increasing the health / shields would neccessarily make the game too slow, or easy, but create new scenarios, with different sets of choices, where you must prioritize targets differently, and use powers in other ways.
    It would however make some parts of the game slower, but like i said i dont think too slow.
     
    There might be a different way of solving what i'm pursuing here, and i thought perhaps enemy and Tenno shields / health could have that effect.
    But bottom line is still, to even out this "too easy / near impossible" dilemma.
    (what i mean by that, is where it is too simple, or either very hard, where there is hardly anything inbetween.. And i'm looking for a more grey'ish area.. instead of black and white.. a ladder instead of jumping up a cliff, or walking on a escalator)
  7. Just wanted it to be out there.

     

    In higher level gameplay shields are very unreliable.

    Even having max shields, the shields either can withstand anything (except AFK), or it wont withstand nothing.

     

    Times where you get hit by multiple enemies at higher levels, shields becomes useless...

    I'm thinking they should be tweaked, where they dont have such high increment on the graph as they deplete on higher level missions, but instead have a slower increment overall..

    I think this could either be done by increasing shields overall with higher shield capacity instead of 1290 at max, it could be 2600 shield, but with half the regeneration rate.

     

    At lower level gameplay, shields serves a significant purpose, but in higher level missions spanding from 35-40, or in Defence missions / survival where enemies are around level 100.

    Shields are close to useless.

     

    I understand the function behind the shield, as it is supposed to protect your precious health, and therefore regenerates, and that you must take cover to regenerate shields.

     

    But in certain situations, where you must push through an enemy force, or hold a certain location, if you try return fire, or act towards the situation, against great numbers of enemies, there is no room for retreat and replenish shields.

    Even as Rhino tank, with max armor, max shields, and 170% power increase to Iron skin, it goes down in less then half a second.

    And yes ofcourse this depends on how you play the actual moment, but as far as shields go, their effectiveness for protecting against enemy damage is surpricingly low, on higher level missions.

    I think the scaling of protection should be different.

    lets say mission level 0-10 the shield will block damage divided by 1. Ergo flat damage.

    Mission level 10-20, the shield blocks damage divided by 1.5 or 2.

    Mission level 20-30 the shield blocks damage divided by 2-3.

    mission level 30-40 shield blocks damage divided by 4.

    But any mob above level 40 will never have damage divided by anything higher then 4.

    Like a level 50 mob still divide damage by 4, a level 60 mob, still divide damage by 4 etc.

     

    Then increasing monsters health / shields amounts, will make the game a lot more interesting.

    Its suffers from the same concept as with Tenno shields, where they either die in one hit, or it takes a heroic effort to kill them.

     

    Increasing Tenno shields, and enemy health, would make missions more lasting, but not as much "balancing on a knifes edge", where it all happens so fast, and its too black and white.

     

    My personal experience is that regular missions, including void, is too easy.. and that you need to play a good 30-40 minutes in Defence or Survival to get a challenge when you meet the endgame.

     

    I'm talking about scaling where it would be a larger window of opertunity to act in missions, with larger buffers of health and shields on both Tenno's and Enemies.. Drawing out the fights a little.

    This would change priority choices during fights, based on the threats, especially in defence and survial.

    I'm thinking of a rough 50% increase in both sides health / shield.

    The bottom line i belive will be pretty much the same, just that the fights with each individual of mobs, will not just be black and white with either oneshot kill... or heroic effort to kill.

     

    Anyways thats my thoughts on that... What i'm aiming for in general here is not trying to make the game more difficult or easy, but to give it more room for choices, and to create a more streamlined play, instead of it all being spiky.

  8. I agree with you Darklizalfos.

     

    Theres also this annoying thing, when doing a forward flip through the air, and you land on your feet next to enemies..

    You cant do anything for like 1-2 sec, your tenno instead starts to sheathe the weapon, and stands there like a dimm wit for a sec.

    Before you can do anything.

    Dont know if its a bug, but it messes with the flow of things, where i am 99% sure i remember that it didnt use to be this way.

    Where you would land and instantly could throw of a melee strike or shot.

  9. Well no worries, since finding this thread would be next to impossible, after it was moved i couldnt even find where the location of this thread was lol

    I guess it might be a more fitting section, since it might as well have been deleted instead of moved.

    Not trying to be rude, but whats the point of providing suggestions, when the thread gets sendt to the void on coordinates unknown lol.

    I cant find a way to click my way through this forum to even find Warframe community, Extras, Fan concepts.

    like i said might as well just delete the post, its like that application that ends up in the bottom of the pile.. by the time they've gone through half the stack, you're already half way down the trash bin.

  10. Yeah i dont see why its not a priority.

    I mean we're the best soldiers in the galaxy, and we dont have a "workout room / practice room".

    If theres one thing that high on the list of things to do as a soldier, its both working out, and practice, and that never stops.

    And its to bring a safe environment to test, and practice your special moves, and weapons before jumping into the frey.

     

    Cant see how that doesnt have value.

  11. I dont see the point of the melee channel.

    It seems that when i channel my weapon it does give a slight damage boost to each swing.

    But the swing pattern changes, and as i'm using Bleeding willow for polearm, and Orthos prime.. it kinda beats the purpose it seems.. because the new attack combo is not fluid enough, and with the halt inbetween combos, the overall damage is less then a continous attack with normal melee.

     

    So can someone explain to me why anyone would channel melee in this case?

     

    Or better perhaps, maybe make the attack combo more fluid, with out the stop, so its actually more productive.. or leave the stop in there, but then increase damage so it actually has a purpose.

  12. A simple room in the dojo, that isnt like the obstacle course, or the Arena PVP.

    But just big room, at the size of them grand halls, just with out the pilars.. in parts of the room there can be different height Columns to practice jumps.

    Some ledges to grab onto.

    But in general a workout room, with a lot of free space, and very high under the ceiling.

     

    This room allows you to practice melee combos, fire weapons and jump around as you would on a mission. But theres absolutely not possible to damage other players while in this room.

     

    A room where you can practice your complex melee combos and special jumps.

     

    I've been wanting this for a long time, and the obstacle course does not offer this, and the Arena PVP room is way to small.

    I'm thinking a room much like the grand halls in the dojo, but with out the  support pillars.

    Also i dont think the room should be too expensive.

    Maybe lets say, 5000 Ferrite, 2000 Alloy, and 300 Rubedo, 

  13. I'm refering to the effect of the grenade launcher, when the grenade explodes, causing everyones screen within a VERY large distance to blurr.

     

    When someone or several players on your team keeps spamming with the grenade launcher on for example a Mobile defence mission, you cannot see anything due to the constant blurr.

     

    I hope someone can reconsider this effect, as it is very impairing to gameplay..

    In any case, the radius should be lowerd of this effect, or removed from the other teammates screen.

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