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gbjbaanb

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Everything posted by gbjbaanb

  1. There was an endgame that was challenging - Railjack. The problem here is that you expect challenge to be "hard enemies", but you will also find that the meta becomes such that the enemies become easy to kill with the right stuff, and then we're back where we were (unless they really are too hard, in which case wails of "pls nerf" happen). But old Railjack, where you had to play with other people, and keep that ship going even if you were on some new players boat without the stuff you've gotten used to on your own ship. Oh yes, that made more sense. That was a challenge to keep it fl
  2. almost certainly legal issues would prevent that. But they could create a forum here with suggested text that DE could then cut and paste into the game after a quick vetting by DE staff, and the same people who create the wiki would no doubt create the in-game text too.
  3. Reactant is fine - do a Neo fissue and you'll have no problems collecting it. The problem comes with low level missions, the ones designed for low level players. When I was MR3, doing a lith fissure on Earth, I was there with my braton going dakkadakka and reactant was no problem to collect, Now I'm MR25, I do the mission and I see other MR25 players pressing 4 a couple of times and complaining "I pressed 4 twice now, why it not over already wanna collect loot". The problem is they just don't want to play the game. Understandable in some respects, but in others its not. DE wanted a p
  4. Rubbish. Kuva Liches have a freaking "tutorial" button at the bottom of the lich screen. Eidolons use the "DE-standard" method of telling you what to do - a guide, in this case Quill Onkko who doesn't hand-hold you but does give you bits of what would be really obscure info like getting a lure. Now the level of detail isn't enough here, and there is no in-game tutorial, or even in-game description of what to do (and I think this is a mistake, Onkoo could have a "what are Eidolons" chat option where he would tell you the basics), and many other areas (eg od Railjack would have been much be
  5. I'd put most of the old railjack in. Sure, there are plenty of technical limitations and issues you have to face - but that is the same with every mission, normal and new Corpus ones included. the addition of crew is the only part that makes sense - guns, turret changes, per-player energy and mods are all confusing when you think the RJ is no longer part of the game, its just the base model for the warframes to do their thing. Its sad really. At least the one RJ missions were pure, but the mix of ground and space battle worked beautifully (still do), so much much better than simply runnin
  6. When it came to the quest there's a major quest-stopping bug for me: To fire countermeasures you press "M4", I press this (currently mapped to secondary fire on weapon mode) and nothing happens. I've tried clearing the key bindings to defaults, same. Tried mapping a different key to secondary fire, nothing. Absolutely nothing works here, and I have no idea which command is being used so I can map a different key to it. I hear others have the same issue and managed to get past it with alternate keybindings, but none have an idea which key or command it being used. E
  7. I'll tell you one thing about the new void storm missions: FLASH! BANG! FLASHFLASH FLASH! FLASHHY BANG FLASH! I coulnd't see a thing half the time. And there seems to be soem mechanic where it does massive damage, I joined a squad on their RJ and before I could do anything there was a massive blast and I was on my ass with the "press x to revive" dialog showing. The stuff about reactant is confusing - whilst I read reactant drops (from ground troops) are shared, this didn't appear to work reliably, possibly because I joined one RJ where the host already had pi
  8. Is that people who sell them,. or people who say they sold them for that price?
  9. I would stick to playing on xbox. All gfx cards have gone up in price recently, supply and demand for the top end ones is ludicrous, and that's had a knock-on effect all the way down to cheaper ones. If you must get one, you need to know what power connectors you have, some cards need a 6-pin connector, some an 8-pin. Some need both or some combination of the 2 (its as complex as killing a lich!). So you need to know what you have. But its not even that easy - your Optiplex might not even be upgradable with a modern gfx card, those boxes are packed in with specially shaped components. The
  10. I can say.,... that its my favourite weapon... of all the glaives. Does that count? Its not much, considering how erm.. much I like glaives. Doesn't have much slash damage but it appears to perform very well against top-of-the-chart enemies (as I was levelling it up to get rid of it).
  11. I get it was a quest reward so should have been Ballas' sword, but it really needs to be blueprinted into an orokin catalyst-style addon that you can add to any weapon, guns included. But as with a lot of things, DE looks to melee only.
  12. Manyof the enemies atre not smart. Most, if not all, of the AI enemy units do not need any form of pathfinding beyond that of a roomba. Think of the butchers for example, they come at you once they notice you. That's it. The others may have AI twice as good as the roombas. In a corpus RJ mission, most of the crew can be contained within small areas, so there's even less need for pathfinding - they stay in their rooms and barely need to move at all.
  13. farming them? They're a syndicate purchase - just do normal stuff and buy one when you get too much standing. I think I have 5 spare right now.
  14. A weapon breaks system woudl be bad - you only have one melee weapons, so changing it out is not an option. So the self-repair is a means to mitigate this. However, there's no reaosn to go all fancy like this when you could just simply introduce a stamina system to melee attacks that would achieve the same result with less fuss. But of course, we coudl just remove combo entirely and achieve the result of less damage after increased usage of melee weapons. I still can't work out why you'd do more damage to something because you hit something else 5 seconds ago.
  15. yopu wouldn't if the animation included reloading each shell in a 20-capacity magazine! Still, if it bothers you that much, why not use the plain Corinth, that has all the style you mention. The extra damage isn't that big a deal once you slap all the usual mods on it.
  16. IIRC the "flawed" mods have a lower drain requirement, so you as a player without many mod points to spend can fit them and get some involvement with the mod system. Once you start to level up you'll stop using the flawed mod that starts at a 2 point drain in favour of the ones that start at 4 points.
  17. I'm not sure your assesement is fair - we have units that stand off, run and hide to shoot you (eg a ballista) and others that charge you. The problem is that none of them are anything to worry about - even the elite units are simply grunts that take 2 melee hits to take down rather than 1 (that also kills all his buddies), or they are so impossibly hard that anything other than a meta will bounce off them completely. Things like the nullifiers were added because there was no challenge. And there's no challenge because of the stats. Hence, to fix all the problems, you do need a stat
  18. So when they look at RJ usage stats and found a lot of people played Gian Point, they decided to remove it because it was too popular and add more missions of the type that nobody played. Right, that makes sense. Not. you can look at usage stats in so many ways, most of which are wrong. For example, stats would give you the idea that the Kuva Nukor is OP because its used so much, This is not true. Its used so much because melee with the extra-damage-per-proc is overly powerful.
  19. wha? If he wants RJ to be a co-op play thing, then why the heck did he go and remove all the good co-op features! I mean, adding crew makes RJ soloable, that was all they needed to do. None of this individual plexus and forge and mods and warframe energy stuff. As they did make it all designed around individuals, they might as well go the whole hog and allow a single player to pilot and artillery without having to have a little run around the bridge.
  20. that happens already - if you ever see an enemy drop from a ledge, and then jump backward up to where they started, I believe its an "enemy position not properly acknowledged by clients" type of error that requires them to be reset back to be in sync.
  21. If you take away all challenges then you can complete or fail the mission and it matters not one bit. Then there's no point in playing if you win even by losing. the game is heading that way already, but this is too much. I get why people are salty over it, the loot, the rewards are everything. I've been there myself, angry and failing for some stupid or inexplicable reason. But its not healthy for a game. might as well remove all the enemies and just have 1 big loot box in the middle of the map. Maybe with a lever you pull down on to roll the loot generator and then a load of resources c
  22. You never played much RJ then. I happily acted as engineer, and one game we all stood around until the host piped up "host is enginerr, someone else get piloting" 😀 Its a change, and change from the usual is a good thing. Support roles are few and far between in WF, so when one does appear, some people who like support roles jump into them. The old forge was superior - the new one is broken anyway (starting with 0/5 dome charges, forge +1 gave me 6/6 dome charges. I still don't understand that but assume its a bug). The old forge encouraged teamwork, and I know DE wants to stomp all
  23. I've done a fair few new RJ missions now, and a few Grineer ones. And although you think the number of enemies is low, its actually not that bad. A corpus side-mission (probably in the Veil, I forget which exactly) had as many enemies in the (relatively small) map as you'd find at any given time in a Void mission. Sure, you're not killing 120 odd enemies overall, but you don't want or need that for a RJ side misison. The total number of enemies is the total in the entire mission - trying to compare a ice mine or derelict to a full standards ground mission is stupid. The mission would eith
  24. Their vision for the game is broken, and is probably the reason why its getting so bad. For example: we all know melee is OP. What I didn't realise is that the melee aura mod (Steel Charge) has a drain of 9 rather than 7 that all the other ones have. At first you think so they made it more costly to use, but its an aura - so not only do you get more mod points for using that one, you get double too. Its like their vision is deliberately to stack the odds in favour of melee all along. Now, if the designers have that attitude, one of favoritism towards what they like, then its no wonde
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