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(XBOX)Big Roy 324

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Posts posted by (XBOX)Big Roy 324

  1. I personally really like the look of this rework.

    Sounds like lots of work went into this to incorporate player suggestions without it getting too bogged down with powercreep. 

    While new sandstorm is getting lots of criticism I see something of great value there.

    This ability sounds like it will work similarly to wukong's cloud walker. In that it will be a quick emergency heal and movement ability over something designed to damage enemies.

    I think I'm going to remove my helminth choices in prep for this. 

    • Like 1
  2. 14 hours ago, DeathOfASaint said:

    u can’t activate incarnon modes afaik

    The bonuses still apply though.. right?  I'm just wondering because I'll probably do these missions again at some point with friends.  And those damage bonuses on non crit hits would keep the damage up even in semi.

  3. I did them solo a while back.

    So helpful things.

    One play frames that don't need investment to be good at starchart levels.

    Hildryn, Lavos, Octavia, Gara (within reason), Stynax... etc. Grendel himself should also excel at these missions.  So if you got the prime use it to get the vanilla version.

    Augment mods count even if regular mods don't. 

    Use weapons with strong mechanics built in. I found the Cedo great as it's glaive doesn't cost ammo and puts statuses on enemies that increases it's damage. 

    Incarnon weapons didn't exist when I did it but would be ideal for trivializing the missions. I guess it's worth a look if Archon shards also apply.  So you could leverage that as well if you want. 

    • Like 1
  4. 18 hours ago, xXAetherNoxXx said:

    Do you mean that many players didn't like it? The same could be said for many of the mission types already in the game. Not all of the content of the game is for everybody. The upcoming new gamemode Deep Archimedia for example will probably not be for me or other players like myself. Does that mean they won't add it? No, it just means that not everyone will enjoy it, and that's okay. All the more reason to add newer, more diverse missions that cater to other types of players, which would be a very good reason to add this game mode, or one like it.

    I would say didn't like it is an understatement. Basically anything in this game that requires a true methodical approach.  Or tactics beyond the mods you throw in your loadout is asking too much of players. Anything that turns off a players ability to trivalize the content is generally looked down upon and complained about.

    Not saying I don't like your idea.  I just don't see how the juice would be worth the squeeze in DE's eyes.

    The Deep Archimedia game mode isn't a good comparison in my opinion because it's actually answering two big issues with the current playerbase.

    More difficult and engaging content beyond Steel Path (The illusive True Endgame). Along with the rewards that justify the challenge. 

    What you are suggesting would require massive rewards to justify the time spent.  Which would simply result in calls to change it to something more similar to what we are currently doing with Spy and Rescue Missions now. 

    Content we can trivialize with the tools the game provides or take slow if we desire that sort of thing. 

  5. Did you know you can now buy the damaged necramech parts from loid.

    You also get the blueprints for voidrig just from doing the quest.

    So I am assuming you are just struggling to farm the materials?  Which ones are you having a hard time with?

    • Like 1
  6. 3 hours ago, Tiltskillet said:

    I don't think so.  Or at least I'm not seeing the slam damage happen in the Simulacrum without manually activating it, and it ignores the invalid targets I've looked at in that case.  This does match the described behavior in the ability tip.

    You're probably right.  I just remember it doing damage and nothing else.

    For enemies though which ones are you using just overguard? Because in my case I am specifically thinking of the deimos Saxum and jugulus.

     

  7. This is working as intended. Divine spears always does this when an enemy can't be rooted. I've seen it happen with larger enemy units that can't be CC'd (deimos).

    To memory this applies both initial and slam damage to the target at once.  But you loose the ability to multiply your halos with it. 

  8. 5 minutes ago, PR1D3 said:

    Oh S#&$ for reals??!! I can now get the Deimos stuff now!!?! Oh man, the weapons are in a separate pack too! That's perfect for me! Crap, work needs to end soon so i can go buy them XD. I for one welcome them finally coming back. Hell, the Zariman pack has been up for more than a year now, and never went away. I was always miffed that the Deimos stuff was MIA for as long as they were.

     

    This is what I am saying.

    If I can get that deimos pistol skin I'll be happy. 

    • Like 2
  9. Only fix for this I've found is the following.

    Have the host do the last button press.  (player with the 1 by their Icon)

    for some reason when the client does it the timing registers as you took too long and starts over. 

    Errors for other sections often have similar problems.  So if you are strong enough I would suggest doing this purely solo. 

  10. 14 hours ago, Circle_of_Psi said:

    Fingers Crossed Noctua will not have any sort of drain.

    Whether or not I like Dante will come down to this. The drain on many exalted weapons is often too high or counter to the playstyle of the frame. 

    I get Hyldrin's Balefire charger is powerful.  But I need those shields to endlessly cast the other four abilities.

    Same with Ivara's bow.  I would use it but every shot reduces the length of prowl so I would rather use weapons without those restrictions. 

    • Like 1
  11. 2 hours ago, Zahnny said:

    Wait, it's 25m?
    I used to main Mag at one point and even with modded range it never felt that large.

    That's because before the update it just yeeted enemies past you.  After the update it seems to have some very obvious but hidden restrictions.  It doesn't grab absolutely everyone.  So there's an enemy limit or line of sight requirement. 

    • Like 1
  12. I think the rework looks good.  I look forward to trying it out now. 

    They said it wouldn't be a huge change and they did more than I was expecting.

    It addresses many of the issues people had with the frame.  While not adding anything considered too strong.

    I going to have to adjust my helminth choices again. 

  13. I'll probably start playing her more after the Augment drops.

    I've been wanting a female frame with a straight up health based DR ability like warding halo or Iron Skin. 

    Having to K-Drive for it wasn't a complete deal breaker but I was maining Nezha before and the difficulty and restrictions just weren't worth it. 

    So Nezha it is. But I still have want for the Female DR frame.

    the real question is will the aqua blade augment and loyal Merulina work together?

    • Like 1
  14. My biggest issue with Caliban is that DE obviously pre-nerfed him to a nearly irrelevant level.

    The Spin move should be a pseudo exalted that builds combo count.

    Sentient wrath shouldn't have a target limit

    Lethal progeny should be Battalysts and not Conculysts.  So they actually shoot enemies and occasionally do the spin lazer move.

    Fusion strike needs greater synergy with the rest of his abilities. Like the summons all perform the action or all enemies in the field of sentient wrath are affected by Fusion strike's defense removal. 

    His passive should be the full adaption at 90%.

    Each design choice shows fear that he was going to be too broken. So they just made sure nothing was considered too good.  Which translates to not good enough. 

  15. 45 minutes ago, PublikDomain said:

    But the AI can already use abilities. The gif I linked with that Executioner shows him use three: throwing electric mines, throwing a glaive, and teleporting. And while he does charge you like a suicidal lunatic, he's only got a melee weapon. His whole shtick is to run up and whack you. I haven't watched Index bots in a while, but they're frames and IIRC do use their abilities on occasion. As for verticality, many NPCs can already use breadcrumbs to bullet jump and traverse areas players can so that should already be supported. That's kind of what I mean when I say that the AI in this game is already pretty good. It's got all of this stuff already, it's just that it never gets to shine due to unrelated balancing issues.

    Hiding spaces, ambushing, and group tactics, though... I mean human players don't do any of that in Conclave and if someone tried they'd just get smoked. Maybe that'd work in a Corpus vs Grineer mode where it's more grounded, but for Conclave as long as they're aggressive and shoot at you they should do just fine as a placeholder.

    I've started to notice that people making the "AI in this game is bad" argument haven't spent much time interacting with it. 

    It's not the best.  However, there's way more depth than many will give it credit for. Too much of what we have available to us as a player trivializes the tactics and strategies that could be used against us.  Only leaving things that would have to be equally broken to counter it. 

    I was playing a lich node with non aoe guns and realized that most enemies sent straight in were rollers, shielders, and butchers.  Heavier units would often forgo cover for a direct line of fire and drawing agro. With most of the normal lancer types fanning out or taking cover behind things in the tileset. These are sound tactics.  It just doesn't matter when you can kill everything in 20m no matter where it hides by pressing a handful of buttons. 

    • Like 2
  16. I would be down for this.

    I know the focus on conclave being a strictly PVP sweaty experience is the ideal for many.

    But the addition of bots would make it a less scary and more forgiving experience for the casual player who is more common to warframe. 

    Personally I would also like a Kahl/Veso type mode where you play more grounded characters. Even though I know DE's not super interested in that.  

    • Like 1
  17. 5 minutes ago, Merkranire said:

    🤔 Honestly, and this topic just sort of reminded me, this is one of the few games I actually enjoy doing escort missions in.

    Usually I hate escort missions and having to babysit an NPC (still got memories of things going horribly wrong in WoW), but I’ve got so many options to deal with whatever the game throws at me, and when I opt to customise to actually fight alongside a rescue target or whatever, it’s a different perspective that I experience; instead of frustration at mission failure, mission failure is just part of the experience I’m actively seeking.

    It makes me think of the difference between being forced into escorting some NPC at risk to losing them, and actively choosing to escort some NPC at risk to losing them, and the differences in mindset can result in a very different interpretation of the outcome regardless of what it is

    I think part of that is also how the game does escorting. For things like drones they have a fixed path and you can use abilities to rush them along or protect them as needed.

    NPC's they tend to follow you and often teleport closer so you don't have to move at their pace. 

    If handled in the same way as our operatives and rescue targets.  I wouldn't mind a mission where you escort an NPC to an objective and then to extraction. 

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