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Babellon

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Posts posted by Babellon

  1. Press (x) has no response in leset at nagivation

    When attempting to access galaxy/mission map cannot proceed. When X is pressed it flashes a moment, no further response at console. 

    Noted: all consoles non responsive but multiple clicks will access codex, no response at other consoles. Mod console was accessible. 

    All consoles accessible at quick menu when pressed esc. 

     

  2. I thought about how interesting it would be to have a rpg game based around the operator in orikin era. Perhaps play through the events leading up to the children becoming tenno, or even opening there, then gradually work through lotus, the great war and culminating in our isolation on the moon. Or perhaps a little like Lotro with us doing things in sideline style to the main Warframe plotliine but not directly within it, which would allow for expansion past the tenno's disappearance and aftermath of the war and destruction of the orikin, rise of the grineer and corpus. 

    Maybe single player, offline allowing for dlc style expansions alll the way up to the tenno rediscovery and return.

  3. Use Rhino or other high armored frame-avoid mobs and run to keys, use cyphers on pads, get keys, open door, parkour past the door to find juggy, use parkour to avoid juggy and his minions, use pumpkins repeatedly all around him keeping moving to avoid mobs build up, let fire kill, maybe attack once in a while if you feel like it, keep moving, keep hitting pumpkins while trying to time it near juggy for best application. exit mission. do once more. 

    alternative- use any frame you wish, do all of the above in the same order. 

  4. you sprint through the level find two keys and then pop pumpkin stacks while getting him to move into the fire. best approach is to smash the pumpkin stack while he's at close range to maximize the damage. I did it solo in less than 10 minutes. 

    It is foggy and the infested are 'ghosts' however its extremely simple.

  5. I've been talking about this same problem for 2 years now. I was avidly against the change to spawns and have always found it too low. I never understood the point of making so many mobs in group play personally, considering the number of squads who simply speed run missions without really ever hitting anything. Endless in squad play is a very fast and highly energetic exercise with plenty of spawns. Life support is so simple with a single squad mate you can run for an hour without touching the spawned life support. 

    I spend more time in non endless missions simply running in circles looking for something to shoot at, the mobs are always in a room or hallway hiding( "waiting") for me to enter. There's generally 6-10 of them, then I have to go hunting again. the best ones are when they all run away from me on sight, crowd into a small room together and then lock the doors. when in stealth solo they will clump together where ever they spawned at and not really move around at all. 

    Every time this subject is brought up someone will invariably respond with "but this is a co-op game not a solo game" which was the argument used to push the change to spawns in the first place. it is still an invalid argument. Warframe is both a soloable and squad based game. solo play should be fun dynamic and fast paced with plenty of opposition. One of the other arguments that people like to use is that the mobs get in the way, and make it hard for them to complete the objective..that is the point of opposition. 

  6. no, I don't think DE needs to make any "harder" content. Because they've done that and the outpouring of complaints to make it easy drowned the forums every time. 

    that's why we have the game we do now, fashionframe and walking around maps casually playing hide and seek while we find the rooms the mobs have hidden themselves in. 

    I'd love to see them make the AI more aggressive, attack instead of hide and ambush. Stop the luring technique of having one mob shoot at you then run in the direction of the few mobs in the room behind him, in the direction of the objective to make you go in that direction. that alone would change the dynamics of the game, remove the auto complete elements to fissures, put fissures and everything related to primes back in the void. Make missions with more than one objective and make those objectives need interaction, Have the mobs do what they are supposed to do which is be the opposition not just the audience scampering around the corners. we don't need harder content, we need the content we have to be less casual.

  7. I don't know, in De-fense of the language I think it's a matter of pronunciation and application, but my defence might be weak.

    "Though defense is now the American spelling, it is not American in origin. The OED and Google Books reveal examples of the spelling from as long ago as the 1300s, many centuries before the United States existed. That spelling continued to appear a fraction of the time through the 19th century, when it was taken up by American writers. Today, to the chagrin of those who dislike American English, the spelling is gaining ground throughout the English-speaking world."

    quote from page-http://grammarist.com/spelling/defence-defense/

  8. Playing corpus tileset when opening lockers brings up security dial for alarms/lock doors

    --Using loot mod, the one that unlocks locked loot lockers-, clicking on activated locker that is blacked out causes security dial to appear on screen for locked security doors and alarms. 

    I was standing across the room from a security panel and opening lockers, alarms were active, no doors locked.

    this was pre-update. before todays hotfix. 

    tested after update- no longer able to duplicate.

    ((would provide a screenshot but imgur seems to not feel like displaying photos today.))

  9. I recall a mention that when they implement 3.0 that while they may change combo bonuses it would be applied to the weapon. Meaning they would be increasing many weapons base damage to compensate for the burst output from combos. I was interested to see the mechanics they demonstrated in the recent stream, as much as it is important to maintain sufficient damage control is to me far more important. spamming buttons to make a combo happen as a cool move but with no real accuracy or means to control its direction and tempo just means I'm swinging around wildly and hitting targets by chance. I accept a loss of combo counters, burst damage, and complex button spamming for control and accuracy, timing and maneuverability.

  10. while pressing forward double tap sprint and you will lunge forward and shoulder slam your target,,press foward, double tap sprint, and space you will jump and spin or swing forward in the air hitting them in the head, while using combos press forward and tap sprint and block will move your toward a target without breaking combo adding momentum to carry you to the target. Rotating your camera to targets around you as you complete one kill will continue the combo sequence to the next target. 

    bullet jump and aim glide will allow you timing to focus on a target and slam. pressing forward space and crouch will cause you to do a flying kick, knocking your target to the ground and pressing attack will cause you to stab them while they are down. pressing and holding space while tapping sprint will cause you to go into a parkour mode as I like to call it, where you begin catching surfaces from which you can do a wall attack, or move around the room elevated off the floor, wall latch at any point will slow momentum and give you time to focus target. Tapping sprint repeatedly will build momentum, using roll you can roll through the air, hold block to aim glide will allow you to select target in air and slam, using back flip and side flips add dodge to your moves which reduce damage.

    There is no simple stand still and press combo. with quick melee you will always spin attack, or do the basic attack maneuver but this method also works with that. Forward tap sprint lunges you toward the target , rotating your camera allows you to not simply swing but direct each swing toward a target. timing and practice makes it all work together the way you want,,, usually.

    This doesn't always work as momentum and depth perception can be tricky to control, at times you will swing past your target, rotate out of place and miss all of the targets until you stop momentum and begin the sequence again. I hope that the new updates will compensate for this and give us the control we need to really make those combos worth doing. 

    **  Having re-examined my settings I realize i have altered my key bindings but due to poor computer performance I cannot recreate the effects to validate this post. Shift is now crouch, Ctrl is sprint roll, E is melee and primary fire, mouse1 is quick melee/m2 is block. my apologies for misinformation.

  11. Not sure why you guys are having that problem. Flying through the plains has been a very fun experience to me. you have to prioritize gun positions on towers and camp areas. Rocket launcher pods will definitely shoot you down, but razorwings advantage is that you can fly out of range by staying at elevations they cannot target you from and firing on them.

    razorwings cannons can hit from longer range than  your standard weapons with archwings on other frames. whether this was intentional or not I don't know. You don't need to stay low to hit  your targets and the flutterbyes can hit most ground forces while you take care of heavy emplacements. Rocket pods are highest priority, mini guns are second highest, other flying targets are nominal. 

  12. features I don't want to see--

    spawns that only appear as you sprint to objective. 

    Reduced spawns based on number of players.

    static spawns that sit idle until the player rushes to what ever room they are standing around in

    short missions designed for speed

    Extreme RNG built around speed running missions

    massive disparities between solo and group play

    Empty maps with slowed spawn rates due to being solo

    small spawn groups 3-5 mobs who always run away from the player

    absent specialty mobs requiring special 'lures' to get a percent chance of them appearing

    auto complete missions that require almost no actual interactions from the player

    Passive spawns which never seek out the player even when alerted

    dead end missions that completely despawn everything once the objective is completed

    forced extractions due to no spawns to kill

    the ability to run through a mission without actually firing a shot or using a power

  13. Daggers, swords, axes, hammers all of them are good, except when you spend more time swinging around dramatically without actually hitting a target. I saw the devstream I am looking forward to those changes, I hope there will be more focus on precision rather than showy moves that hit by coincidence. When I go to swing at a target or leap to a target its annoying to fly past them then swing just to the left/right behind/infront of the target, only hitting because the radius of the swing happens to hit them out of chance. 

    momentum and depth perception need some focus to allow for the player to actually land at, in front of, and hit the target. I like to directly target enemies and attack and there are times when it just seems impossible to do so. As if auto target is trying to kick in but is swinging me far off target. I notice it too with guns that I will 'snap' just past the target when I put the crosshair on them to fire. When I'm using hammers I notice I get an interesting slowmotion effect at times probably due to a cold proc but it really improves my accuracy when it occurs because then I'm slow'd down enough to actually precisely aim at and move to the target and hit them directly. 

     

    That had nothing to do with this thread. 

  14. I use rhino prime for everything basically, although I do have several other frames for specific tasks, ash, frost, Ivara, Ember, titania, as others have said there is no "end game" perse. There is endless missions, which will eventually as you stay longer become very difficult, but even solo you can do 45 minutes or better. End game for me is running maps for kills, but then that has been my motivation from the beginning, I like the thrill and finding interesting ways to kill the enemy is just enjoyable to me.

     

    **completely side comment not related to the actual topic**

    Everyone has different ideas on what to do and how to play. A lot of people like to rush maps and earn rewards, this to me is a temporary matter as eventually the shiny rewards run out. Then we are left with the choice of running maps for fun, or doing something else. I would like to see more development of content with complexity and longevity rather than 5 minute bursts and mobs that only spawn in the direction of the objective. When the day comes, and I hope its not for a long time, that there are no more "new" rewards the wolves howling at the heels of DE for more faster shinier will fall away, and we who enjoy the thrill of the kill, the satisfaction of building and trying new things, of collecting what is will remain, but what will we have if everything is stripped down to the simplest fastest means to the end?...

  15. 2 minutes ago, iiPack said:

    Its because i curious do the people get to keep the XP they got from the weapons and warframes 

    so you want to buy prime access, level the weapons and frame you get, then reverse the charges, but keep all of the benefits of said purchase? 

    Can I buy a car, drive it around, then tell the dealership I no longer want the car but expect to still drive it every day?

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