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(PSN)Stealth_Cobra

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Posts posted by (PSN)Stealth_Cobra

  1. Tend to disagree, think it's mostly steps in the right direction:

    • While I was initially angry about having most of my hard-earned avionics dismantled (especially those zekti ones i paid plat to get), and I feared I would not be able to put most of my mods in there anymore, in the end I can mostly fit my stuff in there as before, and in the long run it streamlines the process and makes it less convoluted and future-proof as they keep adding new avionics in the future... Having three of each avionics just got confusing , especially since it wasn't always consistent (not all zekti were the best, and most zekti were too expensive to slot it). Feel like the new percentages are good enough , and it's good to be able to fit in more "maxed" mods instead of settliing for vidar and lavans because I can't afford to slot in  zekti ones.
    • Can't seem to get valence transfer to work. Patch notes make it sound like you can use scraps, yet i'm not getting the options to fuse scraps into my built guns... A little annoying to add this after so long and after so many guns were dismantled over the months... But better late than never.
    • Love the faster time to kill and the fact enemy ships spawn much faster than before. Wf is all about doing tons of quick missions fast, and it's fun to finally be able to run veil missions fast and not spend 45 minutes in there.
    • Didn't really like the boost nerf, hopefully this gets reverted. That said, since the ship is faster overall, it does feel ok in terms of movement speed , especially if you have good engines and avionics.
    • Main gripe I still have with RJ is the cost to repair RJ parts. It's still way too expensive and a huge turnoff for newer player, even though you did increase the drops and the vacuum rate, plus the shorter missions should help in that regard. Still feel you they should be cheaper to build, especially if you expect your players to build multiple ones and valence transfer them together.

    So yeah, a good band-aid to fix the gamemode, now it if only could get new content because after months of playing the same mission, even if it feels slightly better to play, I don't really have a reason to play anymore.

     

    • Like 1
  2. I dunno who though self-stagger was the solution to the self-damage problem, but imho the worse thing you can do in a fast-paced game like Warframe is to constantly punish your players by a periodic loss of player input for like two seconds as you "react" to a blast. The whole game is about bullet jumping as you fire weapons, why would you want to break the flow of your combat constantly with a stagger ?

    The problem with self-damage has always been clear: It was the fact it was uncapped raw damage that could oneshot even tanky warframes instead of being a reasonable , but still punishable amount of self-damage. It would have been a terribly easy fix, simply capping the damage to a % of total life instead of flat damage that can oneshot a fully modded inaros.

    Instead of "fixing" this problem and making the existing self-damage mitigation work as intended, you introduced an annoying stagger mechanic that requires a mod to be negated , and is pretty much mandatory for many weapons. You also extended the annoying stagger to tons of weapons that previously didn't have any, in effect making stuff like Sonicor and Staticor , plus many operators amps essentially useless overnight.

    Operator Amps are excessively grating since :

    1 - You can't equip mods to disable the annoying stagger like you can with warframes.

    2 - Operators are usually used in eidolons, an already frantic gamemodes where time is of the essence and you can't really afford to contantly be staggered.

    3 - Most operator amps are kinda weak and most of the operators the vast majority of players use are squishy and will get demolished by being immobile for two seconds as they recover from a blast. It's one thing to have an annoying , low damage amp , but when said amp also puts you into a vulnerable stagger every time you shoot it , it's just bad.

  3. We were promised the battle of endor. What we got was a 40 minute long mobile defense mission where no kill codes are being sent because it's buggy and zero meaningful interaction between ground and space team. You could cut off the squad link thing and it would only make the event more reliable and streamlined.

    Likewise, you could cut the whole relay / murex counter thing / instance thing and even would be much better. Why isn't it just a clan even where you work with your clanmates to clear X murexes and condroxes , then the counter gets reset and you "rank" up your clan score for the whole event , maybe getting a clan throphy by the end ?

    Clans have been dying for years now because there's never any reason to work together as a clan . You finally had an event where we could have worked together in our own clan relays to clear a common goal for potential rewards, but instead of you made this wierd relay frankenstein thing with a two hour countdown that's always full and where people don't get paid half the time because of obscure reason and with always full instances. Just make it a clan event with a couple public instances for people not in clan and that get matchmade with people from existing clans if they don't have full teams. That way even people in inactive clans could get to play this and still contribute to their clan's score.

    • Like 1
  4. Yeah, it's insulting really. 3 Months with no new RJ content only to get a barely working, zero fun grindfest with almost no meaningful lore and requiring way more time and effort that the activities are worth.

    It's been years since Warframe as a game was properly managed as a live service product, with periodic updates, meaningful content and new experiences. Now it's all about empty promises that get delayed for years and end up being a thousand time worse that what was promised, reworks of stuff that was essentially fine and nerfs followed by more grind, and a story that moves by an inch every six months, with nothing really important going on asides from "prologue" cutsenes that last two minutes.

    He're what you must do to salvage warframe.

    1 - Stop this whole "Tennocon Reveal" mentality of showcasing fake hyper cool stuff two years in advance when you clearly are not able to deliver the vision you promised... Especially stop announcing three updates in advance when it takes you TWO YEARS TO RELEASE A TWO HOUR LONG QUEST LIKE SACRIFICE...

    2 - You need a live service team that's working all year round to produce weelkly and monthly content. Small events, recycled events, nightwave seasons, small lore entries, even if it's just text, adding new mods to existing tilesets, just a team whose sole job is making stuff to do for your players. To think you believe a Live Service can survive without regular content is beyond me, just because you talk to the community on streams doesn't make out for the fact there's barely any content to play 45 weeks a year.

    3 - You also need a dedicated long-term, big update team that works on the bigger picture stuff behind the scene. No more teasing stuff two years in advance, show us the tech when it's working and close to ship, so we actually get reasonably hyped and the update doesn't feel like old new when it finally drops two years later (and it's worse that was promised).

    4 - Just because you do devstreams doesn't mean you listen to your fans. We've been asking for endgame for years and dispensing all the fixes this game needs, yet are constantly getting ignored while you work on stuff nobody cares about like Corpus Tileset remasters (like that is going to give us more gameplay time...)...

    5 - You guys need new game designers in charge of balance, creating new gamemodes and creating nice rewards for the players. Not saying Scott , Steve and Sheldon are out of touch, but yeah, they are totally out of touch. Every... Single ... Update in the last two years has been plagued with misteps, grindfests, bugs, gameplay features that are not working from a design perspective, and it always takes pages and pages of people complaining on the forums and months of tweaking to get stuff in a half-decent state. You guys need new blood and vets from other companies that bring a new perspective and new flavor to this old , dying dog.

    6 - Stop releasing unfinished , broken content and events. We're not your testers, it's your job to get a big enough team of Functionnality and Dev Testers and ensure what you release is stable / balanced / fun BEFORE shipping it.

    7 - You need to actually deliver all the stuff you promised already, or tell us fans when said content has been cut. Where's the third orb valis spider, where's the lunaro ball weapon, the hydroid prime trailer , the new CG intro and new player experience, being able to be picked up from fortuna in a RJ, liches having capital ships, corpus RJ missions, the Nef Anyo Boss Fight, the command intrinsics, a proper squad link even like the promised battle of endor setup from Tennocon, even the new war is two years late... Just stop promising crap and actually work on the crap you promised years ago and deliver them...

    8 - Stop treating us like hampsters in a wheel. The game is insanely grindy, and at this point it's frankly unrealistic to expect new players to catch up to veterans who have played for 7 years. You should dramatically increase the XP , focus, ressources gains and make everything easyer to accomplish so that new players can get to the endgame faster, instead of expecting people to see "You need 600 orokin cells" and go "Ok, i'll farm for two weeks.

    9 - We need hard and endgame content. Why is the starchart still a huge empty mess of lvl 5-25 enemies that award no XP and ressources ? Why can't we have challenge on every tilesets ? Why no more raids ? Why no missions that start at lvl 150 ? Why even bother pursuing a strong arsenal of weapons if the only content requiring it requires you to stay two hours in an endless mission to get there ?

    • Like 11
  5.  

    Considering I had a WTB in pretty much every game I tried so far, here's the jist of it (not counting the first day crashes, as I think those were fixed).

    • TYPE: In-Game (Murex)
    • DESCRIPTION: Spent 40 minutes waiting for Kill Codes, then it totally stopped at 7/9. Everyone but me left, tried to let the sentient destroy the target so I could extract, mission failed, lost 40 minutes of sentient cores, mods and avionics. Asked people in relay chat to go to ground, tons of people were actually running it , yet no kill codes were being sent to us.
    • EXPECTED RESULT: Kill codes should speed up the process, not be mandatory for process to be completed. That way if it bugs out and you do not get any codes sent, it will still finish after a couple minutes.
    • OBSERVED RESULT: Wasted 40 minutes waiting for drip fed codes in a nearly full relay.
    • REPRODUCTION RATE: 2/5
    •  
    • TYPE: Ground
    • DESCRIPTION: Condrix not taking any damage from attacks. Host had to leave to fix the damage phase.
    • EXPECTED RESULT: Condrix should never be immune to damage and stay stuck being unkillable.
    • OBSERVED RESULT: Host lost his progress.
    • REPRODUCTION RATE: 2/5
    •  
    • TYPE: Ground
    • DESCRIPTION: Uplink Gizmo did not dissapear after having scanned the condrix, forcing the whole team to extract since the next part would not trigger.
    • EXPECTED RESULT: No annoying WTB between phases.
    • OBSERVED RESULT: Had to cut a run short and get pitiful rewards because of that bug.
    • REPRODUCTION RATE: 1/5
  6. 20 minutes ago, lukinu_u said:

    Haven't heard of that, but if it cap at 17 in mean each condrix is with 135 point, so you will get the weapon after 112 condrix kills, not the 500 you mentionned.

    Who the hell wants to kill 112 condrixes for a single weapon tho. Should be like most events where a week of semi-casual playing gets you all the new stuff, then you have three more weeks to try and max out your favorite arcanes (since it'll take a long while getting 21 of a specific arcane.

    • Like 5
  7. The numbers do appear ridiculously low. Granted, DE probably under-tuned the rewards at first to avoid people going fast and being done early, but this is way too much effort for the time spend.. Feels like each reward is 10x too expensive.

    I mean, the event isn't THAT fun that you want to run it nonstop for days. Even if you were only to try and get all the new rewards and ignore arcanes, it would require you way more time that I consider reasonable playing this event.

    Then there's the arcane situation... You need 21 of each one to get a full set. Do the math and it's clear that even if you nolife the game for an entire month , you probably won't even be able to get all the arcane sets you wanted.

    Again, I know DE loves to treat the game like a chore simulation, but when I spend an hour playing and I get like 300 points, and I need like 5000 for most of the base rewards, you know this is going to be an interminable grind of an event.

    • Like 9
  8. Feel there's a couple problems here... The fact the ship has a common ressource pool is one. I think each player should have it's own ammunition and resources, meaning what you shoot is what you use up, and it's your call if and when to refine... You craft your own payload and repair gel, and it's your share you're wasting and not everyone's ammunition.

    Second there's rather major problems in terms of roles in Railjack. The pilot has by far the best experience, since he can move the ship and shoot from the front, he's the best positioned for most abilities, and he's basically in charge. Thus , it's understandable that some people will attempt to steal control away from the player / host. The design is that the ship is everyone's property, but to me it's a little aggravating that someone can hijack your ship and never lit it go, then waste his time running in circles and making the mission take five times longer.

    As for other roles, Gunners have to suffer through a side view and they have a much harder time hitting targets overall, grabbing the leftovers the main turret cannot get, making many people skip gunner altogether. We need better side turrets, maybe with better range or a way to give them better tracking to compensate. Nobody wants to be a full time gunner i feel.

    Engineer starts out as a very essential job, but as your get better as a host and get more avionics and the remote repair perk, it becomes pretty irrelevant. Heck, you can just remote repair critical breeches every now and then and basically ignore the bulk of internal damage for entire mission. Plus it kinda sucks as a playstyle, gets old extremely fast if it's all you do , and by the time you reach a high level , you would have probably done your fair share of it and be sick of it.

    Then there's the crewship infiltrations, who also tend to lose importance once you have avionics that give you enough DPS to use the tunguska cannon, in effect not even needing foot soldiers to get in there. Worse case scenario, you as a pilot can teleport , catapult and be back in the RJ before dinner...  Making that role kinda redundant. Good crewship infiltrators are sadly rare, and i've come to have to rely on myself to take care of them nowadays, since the crew somehow never seems to spot them and attempt to take them out. Besides, I find it much cooler as a concept to briefly cloak your ship as you infiltrate as a pilot than having dedicaed people doing this.

    Archwing support isn't really possible since there's all these dumb oneshot enemies and it's about as fun as getting your tooth pulled. They need to redesign the whole archwing combat so all guns deal good damage, all archwings are viable and fun to use, and it's a good alternative to RJ combat. Right now it's only good for earth and saturn when your RJ is as durable as a paper towel in the beginning.

    Base infiltration and enemy killing is also not fun because enemies are way too tanky thus annoying to take out. As for base infiltration, when you get into a base, your goal is to do the objective as fast as possible. Since enemies are a little too tanky, you tend to ignore them because you don't want to fight them, as it will take too long clearing the area. Why would I clear a crewhship if I can just blow the core and be out ? My RJ crew is waiting for me , I have no reason to stick around, making the role kinda pointless imho. If you intend to make these type of scenarios, it needs to be stuff like mobile defenses or excavations. Give a reason for the infiltration to stick around for a while, maybe spy missions, something that requires a degree of sophistication. And if enemies would be less tankly, you would do like in most missions and just maul them with melee weapons, making infiltration more engaging.

    So yeah, I think the best course of action with railjack would be to slowly move away from a 4 player crew model, instead focusing on a single user per railjack with a command intrinsic crew of misfits doing the booring stuff ...That way everyone gets to play their own RJ and nobody is doing menial tasks like ship upkeep.

    There's some autopilot and cloaking that occurs when you leave your ship, going on a side turret removes your lich friend from it and activates a special hyperdrive turret that really wrecks when ship is immobile, so a pilot would often leave helm to switch to turret gunner for raw dps phasese , since a ship is immobile where after ten seconds without moving, a hypershield pops to divert many projectiles and turrets gain increased damage as reactor power is no longer needed for propulsion and is fueled to the side turrets.

    Before starting mission, ideally you get a choice when starting of the following options:

    A - I'll pilot my own ship

    B - I'll join someone else's ship since I don't have one or mine isn't good.

    Thus you either get 4 RJs, 2RJs and 1RJs per match, maybe depending of gamemode, maybe based on player preference. You can already technically have 1 RJ and 3 Grineer Galleons, so i'm pretty sure the engine can handle four player using RJs simultaneously.

    So yeah , that's how I would fix RJ... Plus they need to redo the whole starchart where each node on ground or on a ship has an associated RJ mission to get there, and add some squad link.

  9. You do know that you can get hit by the Eidolon's frequent damage to get your counter up, then mostly keep it for most of the fight provided you refresh it before it expires. Sure it's less convinient than dealing that damage yourself, but it's still a viable tactic.

    • Like 2
  10. I fail to see what a 24 hours build time on forma accomplishes asides from creating frustrations. 

    You need countless formas to build all weapons, you need even more if you build a dojo, then there's the gazillion formas you need to put on weapons, plus all those you need to craft other stuff like exilus adaptors.

    That 24 hours timer just sucks. It should be six hours, maybe 12, so you can at least get a few built per day.

    Like, I need 70 plus formas just for Kuva weapons, this means it'll take me two and a half months of logging in everyday to have enough. How many games expect this much work and dedication ?

  11. Bumping this... Especially since none of the patch notes even mentioned Sonicor , leading me to believe it wasn't even supposed to get the stagger / damage falloff treatment and it's probably a bug that you can't shoot a weapon with a 3 m range at a close enemy without getting staggered.

    It's a gun that shoots sound forward , why the hell does it cause stagger to it's user ?

    • Like 3
  12. The addition of the stagger mechanic on these weapons that never had any self-damage in the past makes them barely usable anymore.

    The great thing about Sonicor and Staticor has always been the fact they could be used to Crowd control enemies by shooting it. It was a must own for any frames that lack crowd control capacities, as it allowed for example to ragdoll enemies near terminals and defense targets, for example.

    Sonicor especially has always been about shooting nearby enemies with it. It has terrible range, meaning it's only useful in close range. Now, firing it in close range puts the player in near permanent stagger animation, in effect making the gun unusable and breaking momentum.

    Again, I understand and I'm mostly ok with addition of stagger mechanic on weapons that used to deal self-damage... But it litterally kills me that my two favorite secondaries just were made almost unusable overnight when they NEVER HAD SELF DAMAGE in the first place.

    • Like 27
  13. A couple of things with Stealth.

     

    • The new detection rules where enemies have to be asleep to not notice dead nearby bodies killed one of the main incentives to stealth, mainly to get the 500% multiplier. This, couple with the fast most missions reward fast "clears" and not slower, stealthy level clears means you pretty much only stealth in spy mission. Wish I could play stealthily any mission and get my focus using my favorite stealth frames instead of putting everyone to sleep including myself in select few contexts!

     

    • Invisible Stealth is "fine" on frames with limited duration on their invisibility, as it stays skill-based, requiring you to time your invis expiration to be out of sight, but on frames like Ivara and Octavia, it's a little brain-dead aka "nobody sees me or notices anything" while I stay perma-invis the whole match. It's hard to praise the stealth in a game where you can be fully cloaked avoiding detection for entire matches, essentially immortal. Plz don't nerf them though, as Ivara has her mobility drawbacks and invis that can pop out if not careful, and nobody uses octavia...😄

     

    • Better AI would make it more realistic, with perhaps detection of your actions when invisible to some extent (like  a grineer seeing a body impaled to a wall with a bow freaking out and searching the surroundings, perhaps blind shooting where they think you might be hiding ... But it would probably end up just be frustrating for people attempting to stealth ... So I guess dumb is kinda good in that case.

     

    • In the AI department,  again, replacing the annoying new detection rules I mentioned above with a system that doesn't remove your stealth multiplier, but where guards investigate traces of tenno involvement like bodies by changing their patrol routes and acting like real soldiers checking for a nearby enemy would be sweet.Again , would probably require for bodies to stay longer before dissolving for this to be a thing.

     

    • Think uncloaked detection is probably overtuned, making it mostly annoying to stay out of sight when uncloaked. I'm not expecting enemies to have MGS1 cones of vision, but being spotted and shot dead after a level door opens and there's a guy in front of me 25+ meters away sucks. Most games have a meter of sorts where an enemy has to have you in it's sight for one second before really noticing you, so imho it should take longer for enemies far away to notiice you from afar that it does currently.
    • Like 1
  14. The thing is, Larvlings have the same icon as the Thralls, and after you spend six hours killing thralls the second they appear, you get conditioned into killing these guys on sight. Most of the vets I know, myself included, have gotten at least one incident of stabbing the wrong larvling, either through misclick or distraction.

    There's tons of systems and menus where you must hold a button to confirm you want to do an action, why can't Larvlings executions be the same ? Also, now that you can choose your larvling anyway, perhaps you could give us the chance to discard our liches anyway, if we don't like them..

  15. So far I've seen no mentions anywhere of dismantling your arcane with the upcoming patch ?

    Since you're switching from a 10 arcane system to max to a 21 arcane system., there has to be a system in place to dismantle our partially leveled arcanes into individual ones so we can fuse them back together ... Otherwise it'll be just a terrible mess.. I myself have tons of partially leveled arcanes, last thing I want is to be forced do tons of trade to get rid of my half-leveled ones in exchange for non-fused ones I could use on my lvl 3+ arcanes

  16. While alot of the fixed are good, I still think overall this update annoys me more that it pleases me.

    It was already a huge , almost impossible chore to get 10 of the same arcanes legit, now we need 20. Alot of the best arcanes are getting nerfed, and our beloved shotguns are getting murdered. There's small fixes here and there, but nothing that dramatically improves the main game (quality of life improvements doesn't equal play time).

    It's been three and a half months since RJ dropped and it hasn't received any content. 1/5th of 2020 is already gone with the team only fixing stuff that should have shipped in a playable state like Liches and RJ.. And the content drought is as real as it's ever been (already maxed my intrinsics, got most RJ avionics and top tier part). It's back to logging in only for the logging rewards for me.

    Scarlett Spear and Nightwave S3 are long overdue imho. Games live or die by their content, and I feel we only get 2-3 medium content drops a year in WF lately, not enough for sustainable playtime through the year.

  17. Just letting you since it's it's been bugging me for a while now and it hasn't been addressed yet. It's a cross-platform bug, so not PS4 exclusive.

    When you switch to your operator and attempt to use him to pilot the ship, the operator gets into the seat just fine , and will pilot the ship, but he won't have access to the Intrinsics the player has unlocked. In essence , you're gimping your playing experience if you ever try to pilot your RJ as your operator.

    For example, I'm Rank 10-10-9-10 , yet when my operator is driving , i cannot boost or use any of the advanced pilot maneuvers, and my ship is much less responsive. Assuming it also applies to gunner intrinsic like the overheat reduction... Basically it's back to when you were at intrinscs zero.

    It also begs the question if this is a global issue whenever the player switches to operator at any time in a mission.

     

     

  18. 29 minutes ago, (XB1)Chroma Prime said:

    I disagree. I don't think anything should be locked behind PvP in Warframe. At least not anything more than cosmetics. I think it would be cool to see some more skins and sigils from the Conclave Syndicate. Maybe an animated Conclave sigil?

    Nobody is gong to play if the rewards are not cool and exclusive. Again they don't have to be ultra-hard to get, but just putting a couple must-own items in there would be enough to make people revisit the gamemode every now and then , especially when a big event/tournament comes.

    Reminds me of destiny. I myself don't particularly like PVP in that game, yet whenever there's a new iron banner season with a new cool armor sets, cool new weapons and such, so I play it pretty intensively for a week or so, usually having some fun in the process. If there were no exclusive rewards, I would simply never play the game mode at all (kind like in wf right now).

    I'm sure some people would complain loudly about being forced to PVP, but if it's a reasonable about of hours asked of the player, it wouldn't really be worse than any other event like plague star or thermia fractures, where you repeat the same menial task 100+ times . At least PVP is always different due to fighting actual players.

  19. Actually think PvP needs it's own unique, quality rewards... But the current reward system needs a rework too, as there are already way too many mods and wpn skins already, coupled with the fact you need to LVL ur syndicate to the max, making the grind depressing to anyone, especially in a dead gamemode where you can't even find matches to grind the standing needed.

    Basically, there's tons of expensive rewards that suck currently. I would rather have less , but more meaningful rewards, and the game award more mods and skins as part of matches and events.

    Also think conclave need bots. Heck, just fill the teams with rathuum and index guys if you don't want to bother with good WF PvP ai. I want to be able to play the gamemode 24/7, not click it and waiting for an hour in an empty lobby.

  20. It could, but it would need some love from both DE and the community.

    1 - Make Lunaro and PvP tournament events that rotate and give a couple exclusive items (the Lunaro ball wpn that was promised for example). Think of iron banner in Destiny.

    2 - Use index maps to create a gambit-like gamemode where teams fight to deposit points. Bring back solar rails defense where WF mods get progressively unlocked as time passes.

    3 - Make a conclave gamemode where you can use fully modded PvE setups with zero of the balance from the gimped new "balanced" system. We already have fully modded dojo fights, just expand it so we can actually fight other players with our full kits. I miss old unbalanced PvP and playing unmodded frames and wpns imho suck.

    4 - Finally make stalker mode available to add a PvP invasion system to the game.

  21. Don't really see the problem. Eidolons existed in the orokin era, and revenant's lore is that a frame fell to the eidolon and became revenant. Only "retcon" here would be that the base frame was a prime, meaning the knockoff non-prime revenant frames were made as copies from original corrupted prime model, just like all other frames are cheap dollar store knockoffs of their orokin prototypes ever since orokin tech became impossible to make, only salvage.

    TBH, the only one that really doesn't make much sense is valkyr, as it was supposed to be the alad v torture that changed the frame into it's current form and anger abilities. The prime should have been more zen with slightly different abilities. But then again, there's much we still don't understand about Warframe sentience and the biological thing inside, so for all we know, our valkyr primes might be the same infested mass of flesh that was experimented on, but placed into an pristine orokin shell. That's my own internal theory whenever I get a prime....

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