aw3ren3ss
-
Posts
22 -
Joined
-
Last visited
Posts posted by aw3ren3ss
-
-
well, title kinda explains itself but just watch this:
-
Quite simple; holding down [Switch Teleport] will automatically switch places with your [Decoy] if one is deployed.
-
3 hours ago, trunks013 said:
Guys some theory on what is that thing with the tail ?
My best guess would be an iteration of Jörmungandr or Leviathan
-
@[DE]Saske
So, I don't know if anyone have brought this up yet but there seem to be a problem with projectile based weapons (primarily bows, but since I experienced the same problem with Lanka I'd assume it would be similar for other non-hitscan weapons too)
so, I noticed this when all of a sudden I started missing most of my bow shots, and after some investigation found out that the projectiles were flying to the left of the crosshair and sometimes when the target was really close it would go in a sharp angle as if the crosshair represented where the player wanted to shoot and the warframe just fired at that target (since the camera is offset to either the left/right a target beside your warframe standing in the middle of the screen would require the warframe to change the firing angle by 90 degrees)anyway, I suspect this has something to do with the FOV since I recently changed it but it can also be a problem with the overall firing mechanics
-
I will try get a better image but it appears that there's a picture of a medieval (village?) with cobblestone floor, two houses and what appears to be a church tower or lighthouse, on the backside of water textures in the game.
-
so, I stumbled across this the other day;
https://steamuserimages-a.akamaihd.net/ugc/92729662220757565/55CE4DB5A578CCECDD7526F028EE48A6A902C5C3/Anyone else who've noticed hidden art assets from what appears to be other (older?) games? (besides the obvious Dark Sector stuff)
-
just got this, any help translating?
-
So, since I haven't aquired Titania yet I'm just gonna address the animation sets.
Now, as it currently is the frame only floats when you're idle. However it'd make more sense if the frame were to float at all times (why would you need to stand on the ground whenever you did anything other than being stationary). The Titania animation sets would be so much more unique if it actually made the frame float consistently. I don't say that it should be done asap, but since Geoff mentioned that they're looking into making a new separate parkour animation set, you shuold consider making a floating animation set (I can understand if melee stances would be out of the question, but atleast basic movement would be appreciated)
-
Only missed one, although very trivial, point;
The combo counter ticks down when you siwitch weapons or quick melees (some of these movements cancel reload/reload animations wich could potentially lead to bugs/abuses with "keeping the reload interrupted keeps your combo counter alive")
-
My only problem with DE making a new version of the Magistar is that they basically abandons the original Magistar (which is in great need of reworking, damage values being hardly representative of the visual look of the weapon and damage/attack speed balance being very poor in comparishon to most other melee weapons)
-
So, I was thinking about a way to use the new star chart system that is planned for U17, and also reintroduce the older "tree" star chart.
Here's my suggestion:
We move the quest system to a tree-like star chart, most like the old one, and let you choose to play either "story mode" or (in lack of a better name) "instant action".
So you start with "Vor's Prize" on Earth and progress trough the questline to unlock the next planet (If I'm not mistaken it is Mercury) after you have completed "Vor's Prize" you can chose to:
- Go back to Earth and start "Howl of the Kubrow".
- Stay on Mercury and proced to "Once Awake". This quest can possibly be expanded to an entire campaign against the Infested, leading trough various parts of the solar system and the Orokin Derelict.
- Proceed Venus to investigate "A New Corpus Threat" (suggestion for a Jackal questline, possibly leading up to the finding of Rhino) after which you will be able to start "The Archwing"
Moving on from earth would lead you to:
- Saturn
- Sedna
Moving on from Venus would lead you to:
- Mars. Here you would start "The Limbo Theorem" and maybe the "Operation False Profit" could be adapted into a questline against Nef Anyo.
- Jupiter. Here's room for a HUGE questline revolving Alad V wich would lead to the rescue of Valkyr and the finding of Mesa."Operation Arid Fear" could also be made into a questline to reveal Phobos.
This would be a perfect way to build up the lore of the game with gameplay instead of just getting it trough the codex.
EDIT:
Ok, this post may have gone a little to far off the UI topic so it might be a good Idea to redirect it to another section of the forums.
EDIT 2:
I will continue to build on this concept later this week and update/clean it up as soon as I can, gotta go get that blue potato ; )
-
the defense and survival missions had a reason before, Banshee dropped from defences and Volt from survivals (might still do so, I haven't checked) but since their drop rate was too low they were brought to the clan tech system instead.
However, why don't we just get rewards like sigils and/or badges (maybe even weapons) fom mission type achievments.
Ex 1: Play 30 survivals for +60m, complete 100 sabotages, rescue 50 allies, accomplish 100 successfull deceptions and capture 50 hostile operatives on grineer ships to get a special grineer galleon master sigil/badge
Ex 2: Help the grineer against the infested 60 missions to get a modified version of the ignis that specializes in killing infested
I know these two "goals" would just take 3 months or so and then you would have no reson to go back again, but it would atleast help me being more interested in playing the game for some time, and that's atleast something
-
Ok, I just want some feedback on this concept:
aw3ren3ss, on 26 Nov 2014 - 7:56 PM, said:
So, some people are complaining about the tornadoes going to far away from cast point, throwing enemies away, doesn't synergize well with other abilities/frames and even being useless
Here's a suggestion:
Make a cyclone around zephyr:
Zephyr rises above the ground about 5-8m and summons a cyclone around her (making her centered in the eye of the storm). The eye of the storm is about 5m wide and inside there's no wind, but outside of the eye there's a 10-20m wide storm that sucks in nearby enemies and forces them into a circular path around zephyr. The storm will damage enemies caught within it and also deal extra damage to them if they hit a wall during their flight, the storm may also absorb redirected projectiles from Turbulence to protect Zephyr and her allies within the eye and potentially add more damage to the storm itself. Zephyr will be able to end her flying state by using Dive Bomb or Tail Wind, but the cyclone will still be present untill the duration is over (or the ability is channeled and makes her trapped in the sky untill she runs out of energy/toggle the ability or dies (in this case she could use Turbulence to avoid any damage dealt by enemies that were within the eye when she casted the ability))
-
0,80% instead of 0.8*X ammount of damage reflected (80% damage reflection) = EPIC FAIL
Someone must have put the numbers together in the middle of the night.
but still a good laugh when it all has been resolved ; )
-
So, some people are complaining about the tornadoes going to far away from cast point, throwing enemies away, doesn't synergize well with other abilities/frames and even being useless
Here's a suggestion:
Make a cyclone around zephyr:
Zephyr rises above the ground about 5-8m and summons a cyclone around her (making her centered in the eye of the storm). The eye of the storm is about 5m wide and inside there's no wind, but outside of the eye there's a 10-20m wide storm that sucks in nearby enemies and forces them into a circular path around zephyr. The storm will damage enemies caught within it and also deal extra damage to them if they hit a wall during their flight, the storm may also absorb redirected projectiles from Turbulence to protect Zephyr and her allies within the eye and potentially add more damage to the storm itself. Zephyr will be able to end her flying state by using Dive Bomb or Tail Wind, but the cyclone will still be present untill the duration is over (or the ability is channeled and makes her trapped in the sky untill she runs out of energy/toggle the ability or dies (in this case she could use Turbulence to avoid any damage dealt by enemies that were within the eye when she casted the ability))
-
So, some people are complaining about the tornadoes going to far away from cast point, throwing enemies away, doesn't synergize well with other abilities/frames and even being useless
Here's a suggestion:
Make a cyclone around zephyr:
Zephyr rises above the ground about 5-8m and summons a cyclone around her (making her centered in the eye of the storm). The eye of the storm is about 5m wide and inside there's no wind, but outside the eye there's a 10-20m wide storm that sucks in nearby enemies and forces them into a circular path around zephyr. The storm will damage enemies caught within it and also deal extra damage to them if they hit a wall during their flight, the storm may also absorb redirected projectiles from Turbulence to protecting Zephyr and her allies within the eye and potentially add more damage to the storm itself. Zephyr will be able to end her flying state by using Dive Bomb or Tail Wind, but the cyclone will still be present untill the duration is over (or the ability is channeled and makes her trapped in the sky untill she runs out of energy/toggle the ability or dies (in this case she could use Turbulence to avoid any damage dealt by enemies that were within the eye when she casted the ability))
Constructive feedback only please
-
Hey guys found another issue:
Before U14 I had 6-7 forma Blueprints and was building one. Now I have no Blueprints at all (besides from one I got from the void earlier today)
-
I don't know if anyone else have this bug and I haven't read all the posts in this thread
when I logged in this morning I decided to try the tutorial, just for fun.
when I then entered the player-ship I was the frame I played last week (Ash) and I had no working consoles nor anything that told me what to do. So I decided to relog and try again.
Now I can't login
ps: in the login screen there's no button that closes the game so you have to use the taskmanager to close the game
-
I'm not following this topic very well but, from my own experiences I know that the world of internet users can be divided into two groups:
The ones that have been hacked and the ones that doesn't know about it.
Taking that into concideration many issues that the players experience can be increased by the fact that their computers can be infected with loads of (in lack of beter words "Bad Things") designed to manipulate both software and hardware. Many people who claims to have major "hitches" can therefore have malfunctioning systems and because of that it can be hard for developers to recreate their problems. So if you would try this on a new/restored machine you would not have that much problems.
I'm posting this because one of the first things to do when you're having trouble with your game preformance is to check:
How old is your Computer? (the older your computer is, the higher is the probability that it has been infected by "Bad Things")
Do you have the right system requirements for the program you are trying to run?
Do you have any type of programs/processes/services running in the background?
When was the last time you scanned it for viruses, spyware etc.?
When was the last time you made a full system reset?
When was the last time you cleaned your computer? (inside and vents)
(I'm probably missing something here but that was what I could come up with atm.)
If all of that looks fine. contact the game developers/customer support and they will see if it was their program that was malfunctioning.
Most of the issues that you experience while playing any online game can also turn out to be problems with your internet connection.
-
Ok, this is why I want Nova nerfed/modified:
in most lower level missions where a high level nova has gone to farm there is a great lack of fun for the other playesr because she is killstealing everyone and if I want to level my frame/weapons (without going solo) a Nova that takes all the kills just makes you wanna ragequit.
also: LOKI is the best!
If you ever need to change Voice actor for Tyl Regor: BadNewsBaron
in Sound
Posted
In case anything happens to the regular guy it's always good to have replacements. This guy (though he'd need some training) would work as a standin, since he can replicate the voice fairly accurately.