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MrMcFierce

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Posts posted by MrMcFierce

  1. I'm having a hard time telling if this is due to my video card or if it is an issue with Warframe itself. But I think for the past couple of weeks or so, I've noticed a line of distortion on my screen when warframe is up and it becomes especially evident when I look around or generate a lot of movement. It looks like the  bottom portion of the screen gets slightly misaligned from the top end and the quicker the screen moves, the more obvious it becomes, but it goes back to normal when the screen is still. I wouldn't be surprised if it was my laptop to some degree, but I attempted a little bit of trouble shooting through nvidia and Warframe's display settings, but not too much for fear of messing my visuals up even further. But I wanted to see if other people were having issues like this and try to better determine if it's my computer/me, or the game. 

  2. (Disclaimer-opinion subject to change if other valid arguments or points missed are addressed)

    As a fan of Zephyr, I would like to see her get some changes so that she can keep up with the new and old frames that are having lots of 'late-game viability' attention put into them. While Parkour 2.0 makes for a much more versatile use of Zephyr' mobility, aside from getting to place to place in a quick and possibly flashy manner, I can't help but ask what does this ability provide in the way of achieving objectives. Sure you can catch up to a capture target, but so can Volt. Sure you can reach a downed warframe in a faraway place, but so can Volt and just about any warframe using rush while being skilled with Parkour 2.0. The damage on her skills combined with how overwhelmingly useful Turbulence is compared to her other skills lowers build diversity. While this isn't completely bad, most frames have at least a couple good builds that they can base around different skills. Most of the time Zeph comes down to whether you want to use Jet Stream on Turbulence or not.

    That being said I'd like to address some possible points that might bring Zeph up to were she needs to be while not totally taking away from her self as a frame:

    -Suggested by 4G3NT_0R4NG3 above, I'm all for the idea of Zephyr's Tailwind and Dive Bomb being combined in to one skill that works like directional melee as well as either the vertical ground launch being removed entirely or having an angle versatility like the 'dive bomb' would if the two skills combined. The divebomb vortex augment could be used for the combined skills where enemies in the a general area of Zephyr' flight path will get drawn in towards the line of flight even more, allowing a use for the next fix.

    -Give Tailwind and Whirlwind more damage potential and AoE range. Maybe Tailwind can have the energy cost reduction and damage multiplier for multiple uses, allowing players to set up for potentially devastating dive bombs that could deal more damage the closer to Zephyr the enemies were. Whirlwind could be the same if needed since it has that status chance as well as funnel clouds giving the option to not cause chaotic CC but  it would be nice if the sacrifice of range would offer more damaging twisters. 

    -Fix Turbulence- This is a pretty obvious one considering right now it's the one skill she depends on to survive with such low armor despite the decent health and shields. There's nothing wrong with the skill on a foundational level so just it being fixed to work consistently (and deflect bombard missiles) would be great.

    If Zephyr was given a new skill to compensate combining Tailwind and Dive Bomb, I did have an idea on a skill that could potentially work. It's a general concept with no real numbers behind it, but I thought it would stick with the theme of Zephyr well while giving her an option that her other skills don't take advantage of:

    Perch- Used while airborne only, Zephyr dashes towards a locked on a tightrope or enemy, landing on their heads for X seconds and dealing X amount of puncture or slash damage upon landing. The enemy will be stunned (I'd imagine the animation for panic) and susceptible to friendly fire while drawing aggression. Zephyr will be able to shoot at surrounding enemies or down at the perched enemy while also regenerating health while being perched. Perch can be ended early by using tailwind, bullet jumping, or letting the duration of perch end. Bullet jumping or using tailwind will result in the perched enemy being knocked down while taking a bonus X Impact damage. If Zephyr perches on a tightrope, she lowers her chances of being seen (or go stealth) while regenerating health instead. Zephyr will revert back to a normal tightrope animation when the duration of Perch ends 

    My inspiration for this skill came from the early concept animations for Parkour 2.0 as well as trying to maintain the bird-like quality of Zephyr with her skills. While I like it, there could be a chance it may not translate well but any feedback would be awesome as I'd like to see Zephyr improve in the near future. 

  3. I've been noticing the bombard problem for some time now and I was wondering if it as some kind of odd nerf or if it was just me. As a Zeph player I'd love for these issued to be addressed whenever possible DE. I appreciate your guys' work and hope that I can take solo Zephyr off the shelf. Maybe I'll experiment with some other builds for the time being but with the low armor rating and corrupted bombards sporting some of the highest DPS in the void, I would hope this will get fixed to improve her survivability and defensive role.

  4. Greetings DE,

    I don't know if you guys are aware of this issue nor do I know if it has more to do with something like my own computer, Windows 10, or something you guys have going on with the server that you're trying to fix, but I have a problem affecting my ability to play.

    The first two times I selected the navigation portion of my liset to enter my mission, the game would stop for a bit, a process I'm used to, but shortly afterwards, it would inform me that my audio device was lost and that I needed to reset in order to fix the problem. It happened twice in a row and I decided to take care of other matters in my liset before selecting navigation again. Upon doing so, the game would then crash when in the process of loading up all of the planets and setting up my session. 

    After this happening a couple of times, I decided to set my matchmaking to solo before going to the navigation and it seems to be okay with that, but when I set it to public while in navigation, when I go to a mission and try to find squads in a mission, it would go back to loading up the session and crashing. 

    Once again, I have no clue whether this has anything to do with my own laptop, Windows 10, or the servers, but I figured I'd address it either way as I'm sure you will look into it in time. Thank you guys for all of your hard work and keeping Warframe fun, playable, and interesting.

    Take Care!

    Xaqourai

     

  5. Banshee:

     

    For Sonic Boom, I have two ideas, one or the other but not both. (1) keep the ability the same, but increase range to reach parity with Mag's Pull, or make it omnidirectional. (2) Emulating the source of sonic booms in real life, make it function like a lower-damage Slash Dash with a very wide radius and knockdown.

     

    Silence should create an orb around the caster which contains all sounds within it and redirects sounds outside it. Because intense sound waves in air can bend light, enemies outside the bubble can't see what happens inside it unless they move inside. This would make Banshee a stealth frame capable of concealing an entire squad inside a bubble of instant death (from the players within), and make it so that enemies can only shoot her if they get close enough. Disadvantage: the orb makes it harder to aim at anything a long distance away, because of visual distortion from the bubble (countered by the changes to Sonar, below).

     

    Sonar should visually illuminate enemy outlines and their weak points at all times, even through walls (also: friendly warframes in blue like in L4D). This will make it possible for players to take advantage of weapons modded for punch-through. Sonar means they can't hide from anything, why not make it so in Warframe? Bonus points if it becomes an aura-based ability rather than a single pulse. Useful not just for more damage to enemies, but also for alleviating the above disadvantage of Silence.

     

    Sound Quake's damage ticks should proc, every time. The intensity of the sound around her should also be able to redirect all projectiles, though large explosions or other non-projectile damage would still take effect.

    All of these ideas are really amazing. I've been trying to think about ideas to help Banshee without making her too much like other frames and you hit many of them really well without making her OP. Out of the two sonic boom ideas, I like the first one. A little push-back would make it fun in levels where enemies would fall to their deaths as well. 

    I think the Silence idea is great and balanced, especially being able to see enemies and allies through walls, it seems like it would work that way from the start. Sound quake....well..I like the projectile redirection, but I still feel like something needs to happen to it to make it better without turning it into Rhino Stomp. Maybe if the blast damage would proc 100% to constantly cause knockdown on ground enemies if that recovery animation stays..I dunno...that one's a little difficult. 

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