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CephalonCarnage

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Everything posted by CephalonCarnage

  1. The spawn rates are still less then for a squad, but you have to get creative and move a lot. If you take Vauban (always a good choice) or Frost you can drop defensive abiltiies that slow them down. Take wisp or volt and have them dance the electic boogaloo, Add specters and an AoE weapon like the Ogris to proc heat on them, and the rest is just a frantic rush from node to node until the timer hits 100%.
  2. no, you haven't. The "pickable stuff" is somethign that disappears when you run over it. its not like a canister you can pick up with an X on it when you get close (obvious show not tell) but in this case its different to what you expect from other gameplay - so what do you do if you run to a thing and it just disappears? Assume you've picked it up and now need to throw it? You only know to chuck the "magically disappearing thing" that because you read it in the wiki. If that's the mechanic they put in, then they need to also explain it in some way. if he does his horizontal swing, you die unless you jump up. If he's swinging vertically, you die unless you jump away. if you're unlucky and jump off, he can still get you swinging vertically (happened to me, I was not expecting that but not surprised either)
  3. There are trees growing on top of the crashed sentient spacecraft on the Plains. They don't grow in a week. A year maybe if the attacks came just before spring, but more likely a couple of years.
  4. The Nihil fight is back in the player perception and while I don't want to go over how to do it, I did think its caused so much issues we should try to analyse why it is a troublesome thing. I fought this as one of my first warframe battles and it was hard. I was not used to aim gliding and the other parkour stuff, but even now years later I still found it annoying. the battle itself is pretty simple: Nihil chucks glass grenades at you, you pick them up and chuck them at the appropriate memory crystal, to break it to remove his immunity and then pick them up to chuck at him instead. Easy! Except: the mechanic is complicated with Nihil's attacks, the limited platform space, the projectile arcs, and the usual lack of instruction. I think by themselves these are not problems, but together they add up to being bad, Nihil's attacks are well telegraphed and this is fine, but if you are trying to figure out which crystal is the right one you won't be looking at him, and if you look at him, you can very easily lose track of the right crystal. Similarly, the platform space is a right old pain as it gets destroyed, and on top you're having to parkour everywhere (which is again, something you do without being able to see what Nihil is doing for when you land) So a suggestion to improve the fight is to remove this 2-things-at-once aspect. In the first part of each phase, when you're supposed to be remembering which crystal is the right one, Nihil should only throw his glass grenades at you. This would allow you to focus more on them and not getting one-shot killed. It would also retain much more of the platform area for later. (If this is too easy, then it is possible to add threat to this hunt-the-crystal by making the grenades go off in your hand if you hold them too long, doing HP damage, or for Nihil to only attack while you're holding a grenade) After you break the crystal, then you fight Nihil with his glass bombs and his big sword attacks. This change would mean you can focus on what is important in the fight at the time. You still have to dodge, parkour and throw but now you have much more leeway in doing it. For many players who are more casual, I think this would improve the fight dramatically. Obviously giving Nora or Ordis lines to tell the player to pick up the glass (or run over them to collect them, a mechanic not often used elsewhere in the game - consistency is important if you don't want to explain what to do every time) and chuck it would help a lot. I think this is more important for future fights though, DE made this one annoyingly bad because of the interaction between what you had to do at any given time, and other stuff happening behind you. With that stuff being an insta-kill mechanism, it combines to form a perfect failure.
  5. whilst true, this affected only a small number of what I'd call abusive players who were not playing the game in any meanignful way, these are the guys who get banned for selling off-game platinum for real world money. Its not a bad thing that DE does all it can to prevent these abuses. I'm sure the relative handful of players farming steel path has had no statistical impact on the player numbers. The gamemode might be dumb in the first place (debatable though, cheap way of adding more content to challenge players back in the day) but if it dies slowly its because it wasn't popular in itself. See also many other gamemodes like Orphix or onclave.
  6. the only cheat i know of is to stand still on the starter platform (the one that's now invisible). As its outside his sword range he will nod the glass at you. Doge, pick it up, and throw it back as the platform crumbles away. Repeat as you're safe back there. You do have to get the memory crystals first though, but it helps make the fight go a bit quicker.
  7. I had this problem - but it was throwing the glass, not movement. I tried alt-fire to chuck the glass at the crystals and nothing happened, and I tried LMB and nothing happened. which was confusing as you don't know if you're using the right keys or if its bugged or even if i was carrying the glass bombs, or if they had expired on me. Failing the mission and retrying it seemed to reset things so it worked better. Even the starting platform appeared before going back to invisible! There are bugs in this fight for sure.
  8. the spawn platform was changed to be further outside his reach, because the original game had you spawn on a nortmal platform - often (or me at least) getting instakilled by his previous attack, or before you had time to react if you didn't spawn facing him. This time round I still had problems, how do you chuck the glass? alt fire (as is usual) did nothing, and I tried firing with LMB but often nothing happened. Or at least appeared to. that's the worst aspect. The fight itself is poor becauser he has a huge sword with massive range and when you're chasing glass bombs or chasing the memory crystal, you can't see him, where he is, or if he;s doing his trelegraph moves. It woulnd't be so bad if you were fighting him,. but he's nearly always behind you until you get the last part where you can fight him. There's also no indication (that I noticed) if ytou're carrying a shard or not. BTW I was killed by his down swing, whilst I was falling off a platform. It could have been better done if he teleported near you and smashed a platform immediately in front of him, then you'd always have him in front, always be able to see, always be able to maneover away at the cost of not getting to whatever target you were heading for. Smash 1 triangle BTW, not 3 or 4 at a time. His "big sword reach" should have been less. Still, its do-able, just annoyingly so.
  9. You know, maybe that's what DE could do to increase the challenge everyone (not the farmers) apparently wants - click the "iron path" mode and play without the excessive drops, limited survivability options and maybe even reduced heal mods and limited gear heals too. Even if people don't play it regularly, it'd be an interested way to introduce the gameplay as people would have to complete the new startchart for whatever decorations it'd give.
  10. We do have the Aegrit - but after checking it doesn't do fire damage, just blast. shame, it might have been useable if it did lay down a large "thermal sunder" style AoE fire. and with 4 ammo max, its not exactly used by anyone.
  11. But Warframe wasn't ever a co-op game, more a 4-man solo experience. I think perhaps they should put real co-op in a couple of nodes, that would destroy this kind of gameplay but then the OP with his bramma will not find his playstyle working either, and frankly after seeing the only slightly co-op mode (Railjack) getting nerfed to be solo-friendly then i have zero hope for anything like this. Other aspects that were slightly co-op like dragon key vaults (there's a reason there are 4 keys for a 4-man squad, one each so the nerfs are spread out)
  12. Do it all solo. I did it that way, except for a couple of interception nodes I got the clan to help out with. recruiting chat will always find help for SP defence or interception, often because others are looking for help doing them too. If you can't do it solo, then there is no point for it. Sure you get some steel essence and a little planet decoration, but ultimately, if you're runnign steel path itrs because you want the challenge of hard mode, not to play the same missions with someone to carry you or make it all easier. I think the only node that has players is the kuva fortress survival, and they're mostly youtubers.
  13. yep, this - they had the opportunity with the New War to recast the star chart post sentient invasion so you can stop fighting level 1 grineer and get sentients instead. They even had a red star chart in the quest done ready for such a thing, that they never even considered to put in as a future for old players wanting the next level of challenge. Instead we get Duviri. There's your new start chart.
  14. We've been here before, you were schooled on what Eternalism is in real world, and you still refuse to accept your view on the real-world theory is wrong.
  15. Operator was stuck in a cryopod type thing in the reservoir for a thousand years. the Drifter wasn't. That's why the operator is as old as it is, but that doesn't apply to the drifter which must be, well, poor storytelling based around an outcome DE wanted and either couldn't figure out how to achieve without handwavey "void is timeless" type stuff that explains a thousand years of repeated "spirals" like a bad Dr Who plot. Its bad. It always has been bad. To paraphrase Simaris, I find it best not to think about it. I have. There are no grades for pop science stuff in science. Imagine getting graded on "what if aliens buiilt the pyramids using sound lasers" - sure in yourt humanities class, but not in any science class. As for religion, I took a module for that, and I did not get graded for nonsense theories. I got graded on my argument and grasp of the established works that I used to base my argument around. The theory presented was irrelevant and useless to the grade. For example, the question "all religions are the same, discuss" could be answered with mumbo-jumbo hippie crap about "like we're all like spirits like in the astral plane and like everything is equal", and get a fail. Or you could discuss the commonalities present in many religions and get a good grade even if you presented it as a thought-experimental new religion that contained these common features.
  16. what's wierd is that they do not have adaptable damage resistance then. Poor little faux-sentients.
  17. Mars disruption is the best place for Lith and Meso = the first 2 rounds gets you liths, then you're farming Meso relics. If you don't get enough liths, then off to Hepit. Spy drops good rewards, but you have to find and complete the spy vaults and they can be slow, a lot slower than the 1min void capture. similarly, Uranus disruption for Neo relics and Lus disruption for Axi.
  18. I'd rather the drifterator remained a bad dream.
  19. and also why DE needs to reimplement weapon damage. But to do that they either have to annoy every player, or introduce a new game mode (eg a red start chart full of sentient enemies) where the changes apply. (or, thinking about it, a reset for the player so they can start again, keeping their slots and plat but this time the damage system isn't totally broken, the rest of the players can nuke away as they like in the current thing) Don't forget the bane mods, that give their bonus percentage as an add-on after all the other calculations have been done.
  20. I also thought they were easy, but I knew they would be - you can tell just by looking at the levels. However, I did it solo. I did them all solo in order to take my time, slowly kill each enemy myself with deliberation and so I could look at the map and the scenery and reminisce at my own pace. Joining a pub squad, you should know that it would have been a "over in 2 minutes, tops" affair like most of warframe mis these days. Damn kids.
  21. Or combine all 4 of those keys into 1. The old challenge of equipping 1 per squad member to open vaults is a bit obsolete these days anyway.
  22. Not necessarily. Most times a ship is found adrift, a rescue ship is sent to rescue the survivors and bring them back home. The ship itself is often left to sink by itself or scuttled and only brought back to dock if absolutely necessary. The cost of reclaiming it is usually far greater than its worth (noting its bust and worth only scrap value). And that assumes it can be brought back, the Zariman stuck in a hole implies its stuck and cannot be retrieved. I would posit that it is both the operators and the drifters zariman - one half in the real world where kiddo was rescued, the other haf in the void where drifty wasn't. Yes, two different things that are the same thing - exactly the paradox of both operator and drifter being the same person.
  23. The best way: Run disruption missions on Uranus and Lua. These drop a relic after every 4 rounds, The Axi and Neo are acquired here and are quick to run. You can do Xini on Eris for Neo and then Axi, and that used to be one of go-to for farming (you could sit on one tower and nuke everything with a combination of mirage and a AoE weapon) but you need to go all 4 rounds to get the Axi relic. Run Mars disruption for Meso relics - you can get lith ones too at the start, but it quickly becomes meso only as you progress through the rounds. Lith ones are different, you can acquire some doing the Mars disruption, but to get more lith directly, run Hepit capture in void or IO defence on Jupiter - the first 2 rounds can be cheesed easily (Mirage, Banshee etc) and drop Lith. If you run 3 rounds you'll start to get Meso on IO though, so rinse and repeat. Which to do depends on your preferences, though typically you'll end up doing all the above just to change the tedium of farming. So there you are: some defence if you like, but Disruption and a capture mission are the farming spots for all prime relics as they are released. You'll have no problem finding a public squad in these locations after a new prime gets released.
  24. Agree, this is one reason why I always prefer the concept that the kids developed void powers naturally, rather than the "handshake give you power" trope. The handshake can still be there, symbolically representing a deal with the void. It also suggests the Drifter always had the void powers despite not developing them in the way the other kids did and it just took the tenno handshake to awaken them or otherwise make the Drifter remember they had them (ie not pass them on). If the kids were able to resist the problems with the void due to emotion (eg "don't get angry, remember what happened to mum when she got angry") and end up emotionally stunted developmentally thus requiring Marguilis' therapy, then that's a much better storyline than "and then I was magic, which was nice" which is so much weaker. It also ties in with this - if you got a handshake that made you have special powers to deal with all the bad things, then why is it such a big deal when they get rescued? Surely the kids would be as fully balanced as we see in the quest flashbacks. But the kids aren't like that - possibly turned feral when rescued, rehabilitiated in the special Orokin way to make them genocidal soldiers. The kids shown in the Zariman classroom coulnd't be like that without serious trauma in between. So again, being handed power like they have can't have been the case.
  25. I want DE to copy Revenant 2. not the game mechanics, we have that, nor the special moves, we have better. But the balancing. Upper Echelon did a piece about it, he claimed he likes to try and "break" a game by becoming overpowered using the game systems, and found he coulnd't do it in Rev2. I think that's something DE should play and have a look at to copy. If Rev2 can do build progression and still have balance in a procedurally-generated system, then Warfarme should be able to have it too! Don;t copy Elden Ring's parry, copy Revenant 2's balance! vid set at the relevant part:
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