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TheRealTuna

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Posts posted by TheRealTuna

  1. Hey all,

    Was just wondering if anyone knows of an easy way to rank up. I have read that buying a Braton, ranking it up to 10, selling it, rebuying it, and repeating this process is quick...anyone else have any other ideas? Would something similar be worth doing with melee weapons now considering the recent fix for melee weapon experience gain?

    Also, what other things besides weapon levels actually contribute to one's rank?

  2. Yes, they changed it so that the blueprint also requires Rank 5. I have nothing against an XP requirement for the weapon as it happens to be one of the best weapons availabe in the game right now, but Rank 5 is like...I have ~45 hours played and I JUST hit Rank 3. I'm working on my Rhino now, and using a Strun, and have had the fortune finding a catalyst from an alert mission. I certainly don't want to use it on my Strun as I know I will want to use it on a HEK...but that will make it so that I will be stuck with a Lv15 Strun for another what, 30 hours of gameplay until I am able to craft the HEK?

    Just doesn't really make much sense to have the weapon require rank 5 given its stats and how long it takes to achieve rank 5.

  3. Rank 5 is way too unreasonable, especially since it's not THAT much more powerful than the Strun (obviously it is more powerful than it by a reasonable degree, but not 4 ranks worth). I would say reduce the XP requirement for HEK to Rank 3; that's already higher than all other weapons currently available.

  4. Hey all,

    Just wondering what pistol you guys find to be the best/most useful. I like using Aklatos in combination with Snipetron on Loki, and Lex in combination with Boar on Rhino. I definitely like Sicarus as well, but it feels like the clip size of it is way too low. What pistols do you guys use?

  5. Hey all,

    I've noticed that sometimes I see alert icons on the map, but no alerts listed under the "alerts" tab on the upper left of the screen. Was wondering if anyone knew why these alerts don't show up on under the alerts tab...unable to check the rewards for these alerts, so I'm unsure if they are worth doin or not.

    EDIT: Might just be buggy @__@ Just tried to click one such alert and my screen went black and nothing loaded. Anyone else experience this glitch?

  6. Hey everyone,

    Just a general question about mod stacking on weapons: Is it best to stack one type of damage mod on a weapon (for instance, if I use purely armor penetration damage mods) or is it more beneficial to use several types of mods (some armor pen damage, some fire damage, some eletric damage)? I'm not sure how the numbers function in this game, so any help would be appreciated.

    Thanks!

  7. Yup. The only difference between them is that Snipetron mods are, obviously, exclusive to the Snipetron weapon, whereas Rifle mods can be used on any rifle. With that said, Snipetron benefits from both snipetron and rifle mods.

  8. Hey all,

    WARFRAME is awesome! But WARFRAME also needs funding to evolve. With that said, I am curious as to what would compel each of you to invest some dough into the game and buy platinum.

    It is abundantly clear that players are against any semblance of anything related to pay 2 win (and I too am completely against it). As such, I am happy that the new PRO blueprint was released, and upgrading weapons no longer requires platinum.

    I am concerned, however, for the financial future of the game. I can see some people buying warframes and some people buying the color palette to individualize the look of their warframes, but I can't imagine that people would buy guns with platinum, nor anything else offered currently. I have been thinking about what I personally would be willing to spend money on in the game, but I'm coming up short...which is disconcerting!

    So, what would you guys be willing to spend money on?

  9. I agree with you in that the ability at present is kind of useless, especially for its power cost, but don't feel like it should "confuse" enemies in the same sense that it means to "confuse" enemies in other games (confusion = attack your own allies).

    Instead, I would propose that the swap target be disoriented for a few seconds, effectively taking it out of combat while repositioning the targeted enemy and yourself as usual. How would this help? This change could allow you to use swap teleport to remove a strong enemy (grineer heavies) from combat for a short duration, which would buy you time to deal with the other threats in the room, and then deal with the heavy guy.

    Even still though, there aren't units tough enough currently to even warrant needing to use the ability, even if it were modified in the aforementioned way. It's just a troll skill imo :p

    Also reduce its energy cost, because it is way, way too high for this skill. The devs were all hyped about how it would be cool to use in combination with Loki's decoy ability, but the two together costs 100 power...the only thing I could even think of using that combo for is to traverse annoyingly long distances or get through buggy laser fences. Otherwise, I'd much rather use 2 invisbilities or a radial disarm.

  10. I find the testimonies from higher level players to be interesting; I didn't realize that at higher levels, players could actually spam abilities. As a lower level player (25 Loki), like I said in my original post, I am rarely able to use abilities during missions. I definitely agree with Lionsbane when he says that there needs to be some kind of balancing done to increase the ability to use spells at lower levels and reduce the spammability of them at later levels.

    I still definitely, DEFINITELY stand by all of what I said regarding warframe specialization though. As they are, warframes are just too much alike, and mods are not enough of a differentiating factor.

    Keep em comin! :D

  11. It's inevitably true that "cookie cutter" builds would emerge for each warframe, but it would still be up to the player as to whether he wants to follow that build or experiment on his own so I don't think that would be too much of an issue. But yes, I think the most important element regarding the warframe diversity issue is the extreme lack of choice in the current system. Diversity and fun happens when players are forced to choose between different gear, skills, and attributes...as I keep saying, mods are a great start, but do not offer enough diversity on their onw.

    Keep the opinions comin! :D

  12. That is not entirely accurate.

    If the rhino has inherent bonuses to defense that no other frame can have then he will always retain the highest potential defensive capability.

    All I suggested was that whatever bonus the rhino can have initially be able to be removed and given to another frame of my choosing.

    I'm not rejecting the OP's statements at all I'm just offering a slight modification to avoid loosing as much we gain.

    Wouldn't the purpose of playing as the Rhino Warframe be to be a tanky frontliner, generally? He SHOULD have the highest potential defensive capability. That does not mean, though, that if you WANTED to build him more damage oriented or in some other hybrid way, you woulnd't be able to with my posited upgrade tree alterations. The same would apply for any other warframe; Volt and Ember SHOULD have the highest potential power damage capabilities, but if you wanted to forego some power potency for some survivability, you would be completely able to do that.

    My point was that the player CAN, by choice in mods, vary their gameplay style and ability use.

    That is not to say that Warframe has hit the right balance among the powers and energy cost.

    Like I said, I definitely think that Mods are a good start to the diversification of warframes, but are not enough by themselves. And of course, in light of my original post, I definitely agree with the notion that Warframe has not yet reached the right balance between powers and energy cost.

    Whish is why I said yes to expanding them.

    :D

    Thanks all for your support and constructive criticism in this thread! I truly believe that these changes would make WARFRAME so unbelievably fun, and hope that Dev's seriously consider these alterations. I would be honored if a Dev were to swing through and offer some input regarding these ideas :D!

  13. @AmmokK: Exactly. Imagine how fun it would be if we could actually USE Swap Teleport REGULARLY. As the system exists currently, it's honestly just a complete waste to use it unless you want to troll someone at the extraction point and swap them away from it. I basically use Invisibility exclusively along with the Radial Disarm during certain boss fights. I think shield to energy transfer concept could be viable, but the mechanics of shield regeneration would have to be redone. Shields recharge too fast for it to be balanced to be able to convert shields into power.

  14. Hey everyone,

    I am positive that I am not the first to cite these issues and suggest these solutions, but I felt like I should make a thread dedicated purely to this subject. I feel that once these issues are amended, WARFRAME will become exponentially more interesting and enjoyable for everyone.

    Issue #1: Powers are not a significant enough element of WARFRAME currently

    As we all know, WARFRAME is a F2P TPS that allows players to shoot, slash, and use distinctive powers to eliminate enemies and complete missions. While some warframes are meant to excel either in range, melee, or power usage, there exists a fundamental flaw in the design for power usage as the game currently stands. Consider the Volt waframe. It is ADVERTISED in its description as being an alternative to typical run and shoot gameplay for those who are more interested in relying on playing the game using powers.

    Unfortunately, though, regardless of the warframe, players will necessarily end up shooting or slashing through most of the levels. The warframe powers, which are currently the only differentiating factors among the warframes, are used rarely. There won't always be power orbs lying around for players to spam abilities; players need to save their power for when they encounter rough situations or risk mission failure. Some might assert that warframe powers SHOULD serve as a failsafe in the event of being pinned down or forced into a corner, but I fiercly disagree with that. If a player picks volt or ember, that player is clearly more interested in utilizing powers than in running around shooting and slashing (not that he is completely uninterested in shooting and slashing, just that picking one of these two warframes indicates a general interest in powers). Why not instead allow volt and ember players to use their abilities regularly as they indicated that they wanted to from the outset?

    This, of course, doesn't ONLY apply to volt and ember players. I personally play Loki, and I can say with confidence that if I could regularly use swap teleport or invisibility, the game would be that much more fun, dynamic, and varied (the ability to regularly use powers would also allow Loki players the option to play the game stealthily as the lore intended for tenno to be, but that is another story :3). Although I haven't yet played as any other warframes, I can say with confidence that regular abilitiy use would be more fun as ANY warframe.

    Having said all of this, ability use should certainly not remain completely unrestricted. How absurd would it be if players could just spam their 100 power abilities and blow up everything on the screen continuously. My suggestion for altering the current power usage system is as follows:

    Remove Power Orbs, Add a Power Regeneration Stat, Add Skill Cooldowns, Alter Power Numbers/Damage if Required

    What would these changes accomplish? Removing Power Orbs altogether and instead adding in a Power Regeneration stat would allow for regular use of abilities. Adding skill cooldowns would prevent players from relying fully on powers and from spamming abilities that might be considered too powerful when spammed. If powers are currently perceived as being too strong to use without power restriction, adjust the damage on those powers to make them reasonably balanced.

    Issue #2: There is not enough variability among playable warframes

    Another major issue that I've seen in this game is that there is simply not enough diversity among the playable warframes. The only difference among the frames so far is their abilities (which are currently only very rarely used during missions, as I explained above); from what I have been able to tell, the upgrade trees for the warframes are the same (correct me if I am wrong here). I just read in another post that the Rhino has the same amount of shield/health upgrades available as any other warframe...that, in my opinion, clearly should not be. The Rhino warframe, clearly intended to be a tanky, melee-oriented warframe, should have more defensive upgrade stats available than Volt or Ember, for example. I read another post recently in which the original poster asked what class is best for specializing in melee abilities; the resounding community response was that there is literally almost NO DIFFERENCE AT ALL between the playable warframes in this regard, which is silly! The ability to play and build unique characters has always been crucial to games and is what keeps them fun and fresh.

    With that said, I posit the following with the aim of significantly differentiating the warframes:

    Modify Upgrade Paths to be Unique for Each Warframe, Add New Stats to Warframe Upgrade Paths, Make Upgrade Paths NON-MAXABLE for both Warframes and Weapons

    How would these changes differentiate Warframes and allow for more diverisified gameplay? Modifying upgrade paths to be unique for each warframe would allow each warframe to fall into its intended "role". As mentioned above, the Rhino has to have been intended as a tanky front-liner; the Rhino should be capable of the highest shield capacity and health in the game, with perhaps reduced damage. Similarly, Volt and Ember should be capable of the highest power damage in the game, perhaps accompanied by the lowest shield capacity and health in the game. Adding new stats to warframe upgrade paths would also help tremendously in differentiating warframes from one another in that each warframe would be able to further specialize into a particular role. Adding in a general damage stat to the warframe upgrade tree would allow players to specialize more heavily in damage output. Adding in a general power regeneration stat, similarly, would allow players to focus more intently on skill use. This particular suggested change goes hand in hand with the suggestion that upgrade trees, both for warframes and weapons, be LIMITED and NON-MAXABLE. In WARFRAME currently, once a player's warframe or weapon hits Level 30, it becomes maxed out. There is almost no variability whatsoever from player to player; two players who both use a Level 30 Excalibur warframe will be upgraded in exactly the same way because there is only ONE path for upgrading. A Level 30 Excalibur warframe will always be the same as another Level 30 Excalibur warframe. The only saving grace here are Mods, which offer some degree of variability from player to player, but not much, and not enough. That said, if there were MULTIPLE upgrading paths available, WITHOUT being able to invest a point into EVERY SINGLE ATTRIBUTE on a warframe or weapon's upgrade tree, players would be forced to choose how they want to optimize. Do I want more damage, or do I want more survivability? Should I invest more points into power regeneration, or should I instead focus on power potency? The same idea, as I stated, applies for weapons: do I want a higher critical chance, or should I opt for a faster rate of fire? Should I invest more into raw damage, or do I need that extra reload time? Maybe I should specialize this weapon as a critical weapon -- high critical chance and high critical damage -- but would that ultimately be more or less effective than investing my points into raw damage and rate of fire? It is THIS KIND OF CHOICE that WARFRAME is missing, and it has ALWAYS been those choices that keep games fresh, varied, interesting and, most of all, FUN!

    I conclude my analysis and resulting suggestions by maintaining the following:

    WARFRAME is simply AMAZING, especially for being in such an early stage of its life cycle. There is so much potential for this game to grow, and I believe strongly that this can be one of the best and most successful F2P games in history. I am very strongly considering buying the Master founder's pack to support WARFRAME and have a hand in shaping this phenomenal game :)

    -TheRealTuna

  15. Hey all,

    Just wondering what you guys think is the best pistol. I'm liking Sicarus but feel like it runs out of ammo too damn fast.

    Additionally, what would you guys think would be the best pistol to pair up with Snipetron? Again, I like the Sicarus covering mid-range combat, but the clip size and ammo capacity just doesn't last.

  16. Hey guys,

    Just wondering what you guys feel like is the better pick of these two. I started off as Loki and I'm playing him as a sniper. I've read that the Latron allows for OHKO headshots like the Snipetron does, but with a larger clip, more ammo, and a shorter reload time. Having said that, is there really any reason to take Snipetron over it?

  17. Hey all,

    For some reason, and it might just be an aspect of the skill that I don't understand, I find that this skill randomly goes off and I am swapped with an opponent without having ever activating the skill. When this happens, there is also no power cost (as opposed to the usual 75 upon manual activation). I've been trying to pick up a pattern as to when this "randomly" happens, but I have yet to find one. Is there something I'm missing here? It is somewhat problematic at times...I build my Loki as a sniper, so when I am randomly ported into a group of enemies unintentionally as I'm trying to line up that perfect headshot I become really confused. Without Invis, I would have probably died many times from this :-P

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