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Kai

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Posts posted by Kai

  1. So with the recent Devstream, Space Mom a.k.a Rebecca said that we can grab those super-sweet Tennogen Creations by launching our Warframe through Steam... Question is, if I launch my Warframe as normal (not through Steam), I'll still retain my Tennogen equipment right? Also, is there a way to easily "copy" my Warframe Folder to Steam while keeping my Non-Steam somewhere else?

    1. This may seem like a joke question but seeing how Feral Kavats and Kubrows roam in certain places, are you considering to make Desert Skates a possible Companion in the future? Perhaps making them more of a Stealth/Trap Companion than a Kavat or Kubrow's more dynamic playstyle.
    2. Are there any plans on making the Void have a purpose of some sort in terms of completion rate or interest (Aside from Argon Crystal). Perhaps adding a Boss (Neural Sentry anyone?) or making it a bit different from the other planets (or meteor).
    3. Will there be any options to lock the orientation in Archwing Movement (like not turning upside down or sideways) akin to the old one while retaining the free movement as before in the future?
    4. Can we look forward to more Art added to our Art Gallery aside from a contest being held? Perhaps add those arts that were featured in Prime Time.
    5. Will there be any incoming Decorations for our Orbiter (like Christmas Decorations that we still have and use).
  2. So apparently, when affected by Energy Field by your ally's Odonata and you happen to be using Itzal, using Blink only lets you move for like 20~25 meters? I presume this is because the Energy Field somehow acts like an obstacle or something. But after getting out of the Energy Field's radius, I was able to Blink to my usual maximum distance.

  3. Right now Archwing Melee feels like a lackluster - all essentially share the same mechanic - swing, swing, swing. Basically a single weapon that has been re-flavored and a different stat. So while it might not be of a drastic change but I believe adding a charge mechanic on the melee weapons can give each Archwing Melee their own unique identity.

     

    Veritux

    - Charge attack extends the range of the weapon (visible through the segments extending) before performing a wide radius slash around the player.

     

    Rathbone

    - Charge attack stresses the weapon, unleashing a powerful swing that knocks the first enemy hit and causing them to fly back, colliding and dealing damage to other enemies in contact. 

     

    Onorix

    - Charge attack expands the axe's energy blade while the player gathers momentum swinging before unleashing a powerful energy wave forward.

     

    Knux

    - Charge attack revs up the knuckles before unleashing them forward, crushing and grabbing the first enemy hit before the player dashes towards them.

     

    Centaur

    - Charge attack momentary blocks incoming attacks before unleashing an energy arrow forward that impales enemies in a straight line.

     

    Kaszas

    - Charge attack reels the scythe back before throwing it forward, dealing damage and dragging enemies towards it as it spins.

     

    Agkuza

    - Charge attack will cause the player to quick dash and hook an enemy unit in contact before wildly flinging them around, dealing damage to both enemies in contact as well as the enemy hooked itself.

     

     

  4. 18 minutes ago, Hayzemet said:

    This is a good suggestion, then again, why walk out of the void if the void is way more efficient, I think that grand fissures should also be spread throughout the starchart.

    While I certainly thought of that but right now... Void is sorta empty with the new Fissures all over the place. I wanted to give it a little bit of purpose for now and for all intent, these Grand Fissures were meant to be "Entrances" of the Void Fissures you see all over the place. While the Grand Fissure exist, it creates a tunnel somewhere in the solar system for the Corrupted to travel.

  5. As much as everyone misses how they farm Primed Gears, I want to suggest a special mission solely for speeding things up. 

     

    Quote

    Lotus: "Tenno, we have found an entrance of a Void Fissure, close it down immediately to prevent the Corrupted from escaping."

    Grand Fissure

    The Grand Fissure Mission Type features an ordinary Orokin Tile Set with no enemies but instead, they feature 4 Void Fissures where the player or the squad must locate and close. Similar to Fissures found throughout the solar system, players must drop Reactants gained from slain enemies and drop them onto the Fissure.

     

    The twist to this mission type is that for every Fissure active and / or Fissure opened after the first will spawn increasingly stronger enemies. So players must coordinate as to open one or two Fissures at a time to control the strength of the enemies they'll be facing or to open all Fissures at once to face the strongest of enemies possible but taking the least amount of time to complete the said mission.

     

    Setup and Relic Usage

    • The 4 Void Fissures are composed of all 4 Void Relic Eras as such, the player must equip 1 Lith, Meso, Neo and Axi Relics in order to start the mission.
    • Fissures featured in the Grand Fissure will have a name such as Lith Fissure, Meso Fissure, Neo Fissure and Axi Fissure for players to plan their keys in case they wish to extract early on.
    • A specific Fissure only needs to be activated once by a player, doing so will consume all Relics of the same era from the players in the squad.
    • Only after closing a Fissure will allow players to extract (Similar to Survival Missions where they can choose to move or stay).

     

    Reward Screen

    • unlike in an ordinary Void Fissure where players get to pick a reward table for 15 seconds upon extraction. The Grand Fissure only allows players to pick a reward table from each Era Fissure successfully closed for 10 seconds.

     

    Limitation

    • Grand Fissures only spawn in the Void.
    • There is only a single Grand Fissure active at a time and players can only complete it once.
    • Grand Fissures has a timer of an hour before a new Grand Fissure emerges.

     

  6. Also Titania's Fourth Ability revolves around Archwing Movements... So it would make sense and possibly DE is trying to train players with the new Archwing Movements in preparation to Titania's Gameplay... 

     

    But right now, I'm getting a severe headache with the new Archwing Movements with my orientation turning upside down or even tilted.

  7. So I'm all hyped about Titania but I'm wondering, with The War Within being a Cinematic Quest - will Titania's Parts be obtained through a different Quest upon launch of The War Within Update? Or will we farm Titania somewhere in the new starchat? (I have a very bad feeling she'll be in Archwing Missions).

     

    I always loved getting Warframes through Quests as it explained a bit of their background starting from Limbo's Quest as it immerses the player to the game...

     

    So thoughts on how Titania will be obtained? - Also if DE could jump here real quick and sate my curiousity.

  8. 1 hour ago, AquaTalon said:

    Interesting, although it feels as though the post got cut off on the end. So if i understand, trace is for choosing a type of mod and transmute is almost like how in Final Fantasy VII i believe how you could split a full materia into two unranked ones, just instead it turns another mod (possibly the same rarity) into a copy?

    Practically, yes - although for Transmute it is random and takes time but yields more Mods for a single sacrifice.

  9. So right now, Transmutation is sort of a place for those with enough credits and crazy number of Ammo Drums, Vacuum, etc Mods to mix in but right now, it doesn't really serve any purpose than to spend Credits and get a random mod for a price of 4 to 1. I know that Transmutation Segment can do so much more than eat Credit and give more Ammo Drums or even get unreleased Mods accidentally. So let me suggest a system rework for Transmutation!

     

    Transmutation 2.0

    The Transmutation Segment now offers two options for players to pick from - Trace and Transmute

     

    Trace - Tracing can only be done by purchasing a Blank Mod from Cephalon Simaris. Upon obtaining a Blank Mod, they must have it installed on their Transmutation Segment and pick an option of either to trace a Warframe, Weapon, Companion, Archwing or Archwing Weapon. Once done, the player simply has to run through missions to accumulate Affinity for the said Blank Mod which can be tracked by checking your Mission Progress during a mission or after it via Mission Reward Screen. This will show as a Blank Mod with an Affinity Bar itself.

    Once enough Affinity has been collected, the player simply has to check the Transmutation Segment and check the Trace in which it will now change the Blank Mod to a Mod of the category you have picked (Warframe Mod, Weapon Mod, Companion Mod, Archwing Mod or Archwing Weapon Mod). Players can repeat the process as much as they want!

     

    Common Blank Mod - Costs 2,500 Standing and requires the least amount of Affinity to be completed.

    Uncommon Blank Mod - Costs 3,000 Standing and requires an average amount of Affinity to be completed.

    Rare Blank Mod - Costs 5,000 Standing and requires the most amount of Affinity to be completed (Equal Affinity required to reach Rank 30 for a Warframe and Archwing).

     

    Transmute - Transmute follows a simple system that rewards players greatly overtime. Upon picking the option, players are presented the Transmutation Chamber containing a Main Chamber Slot and Fodder Slot. Upon initiating the Transmute, a bar will be shown beneath the Transmutation Chamber with 4 segments. The bar gradually fills up overtime and may be faster or slower than others depending on the Special Mod Type present in the Main Chamber. Each time the bar reaches the end of a segment, the player receives a random Special Mod, up to 4 times before it is done and the player can restart.

    - The Main Chamber Slot only requires the player to feed it one Non-Primed Special Mod (Aura, Stance, Exilus, Nightmare, Corrupted, Augment, Conclave, or Damaged Mod), this will set the type of Mods the player will be receiving overtime such as dropping an Aura Mod will cause the player to receive an Aura Mod each time it is ready. Non-Primed Special Mod placed cannot be returned to the player.

    Damaged Mod - Requires 8 Hours for the Bar to Fill.

    Exilus - Requires 8 Hours for the Bar to Fill.

    Aura - Requires 8.5 Hours for the Bar to Fill.

    Stance - Requires 8.5 Hours for the Bar to Fill.

    Conclave - Requires 8.5 Hours for the Bar to Fill.

    Nightmare - Requires 10 Hours for the Bar to Fill.

    Augment - Requires 10 Hours for the Bar to Fill. 

    Corrupted - Requires 12 Hours for the Bar to Fill.

     

    - Next is the Fodder Slot which acts as a fuel for the Transmutation Chamber. Up to three Mods can be placed here at a time in which case it will be locked for 4 hours and slowly "consume" these mods in order to speed up the progress of the bar. The amount of time reduced for the bar to fill depends on the combined rarity of the mods. 

    Common Mod - Reduces Time by 3%.

    Uncommon Mod - Reduces Time by 5%.

    Rare Mod - Reduces Time by 7%.

    Primed Mod - Reduces Time by 12%.

  10. I have never crashed so much against obstacles and walls with this update, especially during Rush Missions. The new movement is really realistic since we're in Zero-Gravity but the fact that the map can turn upside down can really confuse people (I like to use Itzal so I have the tendency to spin around when I try to limit my Blink by targeting a terrain). Perhaps an option to maintain space stability by keeping the perspective as it is without letting it turn upside down or any other form of odd angles? Just an option in settings would be good as I like to keep track of the things around me.

     

    Also on top of that, I can't help to tilt my head left or right as the camera itself swerves left or right as my Archwing Move in an odd angle, this is basically coming from me playing Trench Run Missions which are rather difficult in terms of camera angle as not only does my camera move, the world itself moves as well. On other hand, playing the new Archwing Movement in Open Space is really fun and not really that difficult since there is not much obstacle or things to remember that would most likely stop your flight.

  11. So with this Cephalon Fragment Hunt... For the first part, I was just really sad about him then it turned into something mysterious and outright... CURIOUS. I need to get all the Cephalon Fragments. 

     

    How bout you guys? What on your thought's on Ordis and the Cephalon Fragment?

     

    P.S: After completing a Fragment, find the "Sweet Spot" in the picture by hovering your mouse there should be a noise as you get closer. If you hit it, you're in for surprise.

  12. "This is Geist, the master of strings."

    "Geist weaves his ghastly strings around the battlefield to manipulating both the living and the dead to his will. Watch Geist turn his greatest performance even in the afterlife Tenno, it is a sight to behold."

    Stats:

    • Health: 0.00
    • Shield: 600.0 (2,500 at Rank 30)
    • Armor: 100.0
    • Power: 200.0 (500.0 at Rank 30)
    • Sprint Speed: 1.2

     

    Passive - Afterlife

    Rather than having a standard Bleedout state of other Warframes, Geist leaves his physical body and projects his corporeal form, granting him twice his sprint speed and allowing him to phase through units for 8 seconds. Geist must restore his shield back to 100% to be able to return to his physical body.

    • Geist cannot use his equipment but may cast his abilities without Energy. Abilities used while in this state converts 80% of the damage dealt as Shields.
    • Enemies in contact within Geist will drain 1% of their Shield, Armor and Health and convert it to shield.
    • Geist's physical body can be revived normally by allies but has a 8 second revive time as opposed to 5 seconds.

    In addition, Geist's Shields recharges twice as fast (stacks) and restores 5% of his shields each time an enemy is slain.

     

    First Ability - Split

    "Split forcefully drags an opponent's spirit away from its body, creating a secondary target for Geist and his allies to attack."

    Geist rips the spirit from his target, halving their current Shield, Armor and Health to create a Ghost of the target for 8 / 10 / 12 / 14 seconds. Ghosts possesses the remaining half of the host's stats and can attack but only deals 50% of the original damage. 20% / 30% / 40% / 50% of the damage received by either Ghost or Host is transferred to the other and if either one dies, the other dies as well. 

    • Once the duration has ended, the Ghost returns back to Host, restoring the target's Shield, Armor and Health equal to the Ghost's remaining stat.
    • Radial attacks can affect both Ghost and the Host provided they are within range of the attack.
    • Eximus units and Nullifiers can be affected by Split and does not create Ghosts with the same Aura or Nullification Field.
    • Ghosts are initially stunned and knocked away from their host.

     

    Second Ability - Weave

    "Weave launches a string that sticks to enemies and obstacles, tethering them to Geist. Enemies tethered constantly receives damage while tethered obstacles creates a trap that rips the soul from the body."

    Geist launches a string that sticks to the first Enemy, Ghost or Obstacle in contact, tethering them for 8 / 10 / 12 / 15 seconds. Enemy and Ghost units tethered receives 65 Radiation damage per second while tethering to an obstacle creates a line that briefly stuns and deals 400 / 500 / 600 / 800 Radiation damage to enemies and Ghosts that walks through it. Deals double damage against enemies who are affected by Split.

    • Each string has a range of 6 / 8 / 10 / 12 meters.
    • Up to 2 / 3 / 4 / 5 strings can be active at a time.
    • Enemies and obstacles are tethered to Geist so exceeding the string's maximum range will break it.

     

     Third Ability Possess

    "Take control of an enemy with Possess, Geist hijacks the body of an enemy, allowing him to gain complete dominance for a duration."

    Geist jumps into a body of an enemy target within 8 / 10 / 12 / 14 meters for 10 / 14 / 18 / 22 seconds. Targets affected by Possess are healed to full and gains twice their maximum health as well as deals 110% / 120% / 140% / 160% more damage to their attacks. Re-activating Possess or at the end of the duration will briefly stun the target and revert the target's health back to normal prior to being affected by Possess as well as dealing 800 / 1200 / 1400 / 1600 Radiation damage.

    • A possessed enemy can still be damaged by allies but will not apply until the end of duration or upon exiting the body.
    • Geist can still perform his abilities while in possession.
    • If the target dies while Geist is in possession, he will be forced to enter the Afterlife state.
    • Fire Button (Default LMB) will perform the target's normal attack. Aiming (Default RMB) can only be used with ranged units.
    • Quick Melee (Default E) will perform the target's special attack (such as Scorpion/Ancient's Drag, Butcher's Ground Pound, Kavat/Hyekka/Leaper's Lunge, Volatile Runner's Explosion, Brood Mother's Maggot Spawn, Commander's Switch Teleport).
    • If used while undetected, the Geist will remain undetected while controlling a body provided he has not attacked a target while possessing someone.

     

    Fourth Ability - Grim

    "Summon death itself Tenno. Grim allows Geist to manifest an allied reaper that seeks out enemies, quickly reaping and harvesting their souls."

    Geist summons the Reaper for 15 / 20 / 25 / 30 seconds, a powerful melee unit with 1000 / 2000 / 4000 / 8000 Health and deals 500 / 1000 / 1500 / 2000 Slash damage with its normal attacks. The Reaper can also perform a sweeping attack that deals 800 / 1200 / 2400 / 3000 Impact damage to enemies within 15 meters. Enemies killed by the Reaper will cause it to release a pulse that restores shields to all allies within a 10 meter radius equal to 10% of the target's maximum health. 

    • Has a casting animation of 2.8 seconds.
    • The Reaper will prioritize Ghosts and targets affected by Weave.
    • The Reaper has a sprint speed of 1.8 but possesses 0 Armor and Shield.
    • Pulse released by Reaper's kills can Overshield allies and Geist.

     

     

    Augments

    Split Augment - Spirited Away

    • Ghosts killed causes enemy units within a 8 meter radius to be affected by Split and killing Hosts turns their respective Ghosts into an ally for 12 seconds.

    Weave Augment - Tangled Death

    • Breaking a string from an enemy unit will drag them towards Geist and deal twice the remaining damage from Weave immediately. Enemies passing through strings tethered to an obstacle are also ensnared to the ground for 3 seconds, opening them up to Ground Finisher.

    Possess Augment - Haunting Ground

    • Re-activating Possess with an enemy target within your cursor will allow you to jump between targets for 20 Energy.

    Grim Augment - Primal Reaper

    • Holding Grim while casting will allow you to take control of the Reaper for the duration. Fire Button (Default LMB) will perform its normal attack, Aiming (RMB) will perform a sweeping attack (10 second cooldown) and Quick Melee (Default E) will drag Ghosts and tethered enemies towards the Reaper.
  13. Question in regards to Void Tears - will you be able to spot them in your mini-map? are they traceable (akin to Synthesis Targets)? Can they be Underwater (Archwing Uranus Missions)? Will they be as hard to look for (like attempting to look for a Rare Container throughout the entire map)? Will they mostly spawn in Hidden Places / Secret Passages?

     

    Hope you can answer my questions~ <3

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