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Gallerine

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  1. I was super excited to see an augment added to address the "Umbra + Helminth" situation, however after a short while of gameplay I noticed after a self-revive using the Last Gasp Vazarin skill, that Umbra was fighting alongside me again and effectively disabling the augment. Full context in case clipped video upload fails somehow: After not paying attention and completing some challenges for Onos evolution in the Labs, I died and started the Last Gasp revive timer, upon self-revive I hopped back out of my frame to clean up some enemies since I needed to level an Operator Amp, however during this time I noticed Umbra was following me and shooting behind him as sentience had fully re-enabled. Link to short clip, beginning as the Last Gasp revive animation plays. (sorry, I don't know how to embed videos directly into forums post) As for other details: I can guarantee that I had the augment equipped during this mission as was on previous missions beforehand. Desktop PC, solo, good connection, the only other augment equipped was Chromatic Blade. Hopefully this helps in tracking and fixing this, a bug on the augment implemented to bandaid another bug is rather ironic...
  2. You do not have to slot the new augment in Exilus. Just because it is an Exilus mod does not mean it is exclusive to that slot. However, I will not disagree that it's a little sucky that we have to sacrifice a slot just to make him functional in normal gameplay loops when using helminth, but it's better than nothing.
  3. My core issue: One of my- and many others, I'm sure- favourite aspects of Warframe is the incredible soundtrack, it has always been an outstanding aspect of the game and has only gotten better over the last 3 years in particular. So I wonder, why does it feel so separate and left behind..? The Somachord in our orbiter is an extremely unique feature that I don't think I've ever seen in any game before, and while it may be a small part of the grand scheme of the game, it feels like I would be brushing dust off of it once there's an update that ACTUALLY BRINGS NEW TUNES. The last new music that was brought to the somachord was Angels of the Zariman iirc. While the music in the Zariman is probably some of the best in the game (so far), it made me realise how much was left to be desired: there is an overwhelmingly significant amount of the soundtrack that is simply excluded from the Somachord entirely, with or without somachord tune fragments to be actually found in-mission. I'd absolutely love to see some more of the background ambient music and combat music added to the options, things like 'The Veil' being the Narmer ambience and absolutely stunning, or even the Railjack Empyrean backing soundtracks, 'The Weave', 'Grab Something' or 'Storm: Category 5'. Expanded Somachord = Expanded Profits (?) And here's the second part that will appeal the devs and maybe possibly not the community audience: monetisation! I understand game development is costly and difficult, but if it's earning extra income for the game it might be worthwhile, yes? I know I'd be willing to hand over some money for this... Why not add a soundtrack "expansion-pack" style bundle to stores (I'm thinking in the Steam store not in-game, but I don't know how it'd be managed on other platforms.) so that, when purchased, it unlocks that set of music to be used in-game on the Somachord or unlocks the Somachord tune fragments showing up in a mission. There's a lot of music missing, so it shouldn't be hard to bundle a bunch of OSTs together and make a few packs that cost like 3 bucks each pack, so there is an incentive for the user to buy, but not cost so much that it becomes a debate of "do I really want this music pack enough to spend 10 dollars on it..?" Secondary suggestion since we're on the topic :) It'd be nice to have selectable main menu and launcher music so we can have our favourite start-up tunes going. Could even make it so they reset when there's a new update so the user automatically gets a taste of a new one available. Maybe if you're there for the update you get it for free, but for any updates you weren't there for you gotta buy the launcher music for a small plat price (example, you joined the game for the first time in the Veilbreaker update, you'd have to purchase The Deadlock Protocol launcher/menu music for 50 plat)
  4. Lazy artists interpretation of the Mag Heirloom skin (I'm not learning how to draw the signa correctly tbh)
  5. Caliban, easily one of the most forgotten about frames ever, by both community and DE, but seeing the Twitter post about him revived my hope in some updates for him, and recently this last month or so I really really got into playing him and building him to be playable in Steel Path content. This experience of pseudo-maining him for a while has helped me see some of the issues at hand with using him, so I compiled a small list of changes that I think would be super beneficial to his kit. --- First of all: his 3 and the Sentient Companions, Lethal Progeny This could be changed to reflect a summoning function more to that of Vauban: holding down to cast spawns multiple sentients at the same time, rather than casting 3 times individually putting each sentient on an individual timer. They could also benefit from a recast ability similar to Nekros' 4th ability, which heals all his shadows back to max health and brings them to his location. This could be a pretty easy copy-paste situation in function, summoning the Sentients directly to Caliban's side, healing them in full, and adding an additional 3-5 seconds onto the overall duration of their presence. Another update to Lethal Progeny could be an augment that turns the shield-restoring aura of the Sentients into a slightly slower Overguard-generating one, and applies half of the generating effect to allies within 15 meters or so. Overguard has already been utilised on older frames like Frost to make them more support-viable and give it a new spin on things, Caliban could do it too. I would also like to see the Sentients naturally deal Slash Procs on their attacks, as unless the enemy is already stripped of defences (bye bye energy economy), they are pretty useless. I don't believe that making them deal this damage type as well as generate Overguard would be "over the top", as they are a major aspect of Caliban's kit and what makes him so unique as a "Summoner" frame. Alternatively, his 1st ability, Razor Gyre (also typically his subsume slot) could generate a small amount of Overguard for himself and allies when damaging an enemy but I generally don't care for this ability anyway. Favouritism in action ;) --- His 2nd ability, Sentient Wrath, is already fairly strong imo as it can incapacitate most nearby enemies for a considerable duration, and doesn't directly need any changes. --- However, his 4th ability, Fusion Strike could do with a slight change. I often found myself trying to oddly distance myself from enemies that were rushing up to me but also not too far from those further behind, because only the final explosion radius actually strips armour and shields from the enemy. I think it'd be much more beneficial overall to have any enemy struck by the laser have their defences removed, not JUST the explosion. --- Well, there's my brain dump of ideas that could help make Caliban stronger. I'm not entirely sure if this would really bring him into the "meta" so to speak, but would certainly raise relevance and make him a much better choice for players, as his kit in iit's current state is rather underwhelming. Thanks for having a read :) Always open to feedback, of course.
  6. 👀Hey everyone, here's to Tennotober 2023 🍻 First time for me and I haven't be doing digital for that long but I'm looking forwards to the month ahead :) Also really not sure how forums functionality works entirely but I'm trying my best. Day 1 - Portal - Day 2 - Fangs - Day 3 - Decade - Day 4 - Crystal - Day 5 - Beetle - Day 6 - Throwback - Day 7 - Knives Day 8 - Whisper So I might've missed a week... or two... Instead of trying to get fully caught up I'm gonna cherry-pick a few prompts that I like from the days I missed. Fear of burning out is big for me right now as I get small burnouts quite a lot, and after finishing my Mag Heirloom piece (😉go check it out) Im just gonna take it chill for the rest of the prompts. Well done to everyone else, the effort goes a loooong way, and a special congratulations to any that managed to keep up on every single day! Day 22 - Bombastine .
  7. yeah I do see what you mean... Drawing some aspects of DRG's escort duty, I think one of the biggest differences is allowing the objective to be repaired. I think this could be implemented in some way that can make it forgiving but not make it too easy if it shared the Omni repair-juice with Railjack AND objective so that players must coordinate for managing both and use the forge in a smarter way. Repairing the core can take longer than the RJ and it can have an extra layer of armour, similar to Doretta, to give players more of a chance if it is overwhelming and they need to back off. Making the core tanky enough but not to the point of basically indestructible is important balance to fix the "less focused on the health objective while still punishing ignorant players". Not being able to manually heal/repair defensive targets I think is a decent chunk of what makes health-protection objectives unfun and stressful. I do agree hijack is possibly one of the worst modes, so even just mentioning it likely leaves a bitter taste in the mouth. As for the discouragement of free fly, I don't see how much different it is to any other Railjack mission. Enter the area, kill fighters and crewships, head to your primary objective. Plus, unlike DRG's escort duty, the objective is in YOUR hands, attached to YOUR Railjack, giving the player free control over where they go, I was not intending for the core to move automatically and the Railjack simply tags along behind. If rushing directly to the objective and instantly starting phase 2 ignoring all other threats becomes a problem they could add turrets or something onto the enemy ship that needs to be disabled via archwing otherwise dealing heavy damage to the Railjack/core. Personally, I am not a fan of "Kill [x] amount of fighters/crewships" side objectives. I believe players will have freedom of gear in this mission type as it more focuses around the Railjack aspect rather than just doing the Railjack part long enough to launch into a regular mission type. There isn't as clear of a "meta" with Railjack, as most equipment/guns/tactical or combat mods do work well and are easily viable. There is not as much of a split between meta/off-meta Railjack gear as there is in normal WF content.
  8. Recently I've been wanting to play Railjack more and more but unless I have something to work for I can never really get into it properly. By far, and by concept, it is one of my favourite alternative mission styles, it is a great shame to see it left dead in the water. Without suggesting an entire overhaul or rework to Railjack systems AGAIN, I simply want to offer a single new mission type that could be added for Corpus/Grineer/Sentient with as many lore tie-in opportunities as DE could want for future updates relating to such a mission. Remember all those hijack missions? A very likely forgotten-about mission type but one on the starchart nonetheless. That's a lot of spare Fomorian cores going to waste, so why don't we take it and deliver it right to their own doorstep, eh? In a high-stakes, risk/reward mission type the Tenno crew is tasked with escorting a Core (more or less a bomb for our own uses) directly to a Grineer Galleon, Corpus Capital Ship, or Sentient Murex with high-priority (and highly defended) target(s) on board, and/or brand new, experimental weaponry that must be completely destroyed. The Railjack carries the Core with it as the crew fight their way towards the target, going in hot and recklessly can result in very undesired results as the core is exposed to attackers and cannot be stored on-board. Due to the close proximity of the core, Railjack shields are greatly reduced if not outright removed. (Alternatively halves the effectiveness of combat mods as Im sure people would come up with some cheese using them as they are now) The crew approaches the target Ship, docking close alongside/behind begins phase 2, a brief survival section as the crew defends from boarders as the Railjack must remain stationary to properly plant the core in the target ship. Lastly, with the core planted successfully, the Tenno crew are put on a time limit to hit multiple engines in the Ship with the Forward Artillery to cause a chain reaction with the core and must flee the area (similar to Exploiter/Profit Taker self-destruct sequence), ultimately destroying the target ship and any of those unfortunate enough to be left nearby. This entire final rush segment should take no longer than a minute, or 1m 30s for solo players as swapping between the FA and helm can be a bit janky or slow sometimes. With the right rewards (arcanes, new gear, repeatable and farmable rewards that are not timegated, credits, endo), I believe this mission type- on paper- seems engaging and replayable. I want to make losing a very possible thing that happens in this mission, without being overwhelmingly difficult, unfair, or unfun. Powercreep has affected many aspects of WF and introducing new mission types that don't just simply remove or limit what the player is capable of (such as Duviri & no set/certain loadouts, or Grendel part locators & no mods) can make an experience that puts the player on-edge and makes mastery of the mission type extremely beneficial.
  9. This has been a problem that has been around for a while now and I believe is about due for some attention. While playing solo, the experience playing Survival and Excavation missions is EXTREMELY disheartening and unmotivating, due to the rather extreme drop rate of life support pods and spawn rate of battery carriers. They are very low, FEEL very low, and even at late-game steel path melting levels, it feels like a STRUGGLE. As someone playing in the OCE region with terrible internet and a, at best, semi-decent PC, I play solo a lot as not to burden others with my slow loading time, and it has become a more and more frustrating experience to go into a SP incursion survival with the Nightwave "30-minute survival" challenge, and run out of life support at 26 minutes in, OR go into literally ANY excavation mission and stand around the excavator doing nothing, simply waiting for new units to spawn with the low chance of one actually having a battery so the excavator actually makes any progress whatsoever. The survival experience I just mentioned was one I had just a moment ago, and I do admit to some amount of user error. Against infestation, using Ember with Phantasma Prime, I struggled a LOT to keep my life support level above 20% and had to use a lot of support towers, HOWEVER, I was NOT struggling to kill everything in a few moments. I have a good Phantasma build and good Ember build, I am not completely helpless and everything on my screen was dying within a second or two, my kill rate was high, I was melting everything I saw, but still I had no life support. Again, I admit to user error in not prioritising the life support towers more, but at 26 minutes out of the 30 required for NW, in the middle of using a tower, I ran out of juice and had to extract. Not fun. The excavation, while I do not have exact examples available, is still something that I see almost every time I have had to do solo excavation. This made getting the Sibear just that tiny bit more gruelling. TL: DR, as a fairly casual player who does not have issues with damage output and killing enemies, the Survival Life Support Pod drop rate is too low, and Battery Carriers in Excavation missions spawn too slowly. I should not be forced into a corner of using a loot duplication frame like Hydroid or Khora simply to make these missions bearable. Warframe is an expansive game and I want to experience as much as is offered to me and have a good time doing it.
  10. I think for the best of the forums quality and general blood pressure, I'll just leave it at a "strong disagree", because even after all the information that has come out and the issues that AI presents with its... generations, I'm at a loss to either how the information hasn't reached you, or you decide to ignore or somehow justify it.
  11. >Subscribes to fanart thread >Gets new post notification >Looks inside >AI generations 😔
  12. I saw this message about half a year ago or so and saved it, knowing I wanted to draw it. Finally, I got around to it and drew Therapist Valkyr 🙃
  13. Interesting, I wasn't aware they had mentioned it again previously. I'm no professional in game development and map making, but I can't imagine the entire thing needs to be rebuilt, and just scrap the whole idea of "improving it as we progress", just having a couple of interactable nodes out the front of the Dormizone is all that is really necessary to make it functional as a spawn location, they seemed to do it well enough with the Duviri doors...
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