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Aumaan

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Posts posted by Aumaan

  1. Doesn't matter. You wanted it, you got charged. Would your garbage person pay you to take your garbage? As has been pointed out, the 25k is to cover transport.

     

     

    Kubrow medicine does cost us. Ammo restores cost us. Weapons builds cost us. Loads of things cost us. 

     

     

    You failed to mock anyone.

     

    I said slightly mocking, just a quick jab, nothing more.

     

    As for your garbage comparison, garbage is something that is completely unwanted and something that was never wanted. Selling/getting rid of something you wanted at one point but no longer want is completely different. Again, garage sale or car comparison. I buy a car, spend time and money keeping it in working order. As time passes I want a new car. I find someone to pass the old car onto, either by gift or selling.  Wanting transport costs for the Kubrow is basically like the person I gave the car to wanting gas money for the car I either gave or sold to them.

  2. This is video game, fuel doesnt cost us anything, ammo doesnt cost us anything, maintaining our weapons doesnt cost us anything, medicine doesnt cost anything, repairs doesnt cost us anything, prisoner transport doesnt cost us anything, kubrow transport cost us... oh yeah realism.

     

    I'm not talking about this game being realistic at all, just slightly mocking the people who claim the Kubrow transport cost is realistic.  Wanting realism in a game about super-powered magical space ninjas is slightly...silly.

  3. I distinctly remember that I had to pay the person I got my dog from, not the other way around.  If we're talking about realism and needing to pay people to get rid of our unwanted stuff, where do you live where you pay people to take stuff you sell at a yard/garage sale or where you pay someone to take the car you're selling away?

  4. Just ran what was probably the most tedious ODA ever.  The corpus head of Lephantis would only attack after bursting through the ground about 10 or so times (if we were lucky, sometimes it was more, much more).   It took us about 10-15 minutes alone to take down that last head because of this.  

     

    I really wish punch-through worked on that guy, I don't care if that damage was reduced by some percent if it did, I just wish there was some way to damage it while it was guarding it's week points.

     

     

     

    EDIT:

     

    I should probably mention, I don't know if this is a continuous issue yet, I've only run 1 ODA today but it's still something I thought should be brought up.

  5. I'm getting the same thing after every run of the event missions (haven't tried a normal mission yet). Screen darkens a little but the victory tally doesn't show up and when I get back to the Liset the screen is still dark and I can do anything but Alt-F4.  I'll try that defrag thing that was just posted though.

  6. You'd be right, if the game wasn't Warframe.

     

    The issue here is the game intends for us to increase in strength, not lower it. The Rank Up System in place assures this intention, as what would the point be of letting us get to rank 30 anywhere if they wanted us to specifically be lower rank than the maximum? Why even let us use those points if they didn't want us to use them? As well, this is supported by some weapons being unlocked as you gain mastery rank. Therefore, Warframe as a whole expects us to go forward and not step back.

     

    Thus, in a game of powering up and finding our own preference of weapons, abilities, equipment, and tactics, this event is conflicting with what is already established as Warframe. To arbitrarily limit my options (ie, higher conclave requiring weapons or force me to remove builds specifically made for tactical use rather than damage that I have) is actually less tactical than the rest of the game.

     

     

    Thing is, games evolve, new areas are added, new enemies are created, new weapons/powers are introduced, new mission types are introduces; just because a game, at one point, was all about rush to the end, choose from a list of end game equipment and faceroll every enemy afterwards it does't mean things can't go in a different direction later.  It's not like this is end game content and they're arbitrarily changing how that section of the game works; this is something new that requires a different mindset.  The part of the game that is all about just getting everything as powerful as it can get is still there, but now there is other stuff to do as well that's not just that.  I would describe this as less forcing you to take a step back equipment wise, and more making you take a step to the side, again, making you rethink how to play the game.

     

     

    To me this could be the advent of new playstyles instead of just what's viable for long runs of Survival/Defense/T3/T4. "Alright, I"ve got X amount of Conclave to use for this mission, what can I do to maximize my potential?" Stuff like that.

  7. I encountered stalker 3 times during hyena missions and all 3 times nothing dropped. Is that on purpose or a bug? o.0

     

    I think it might be a bug, ran into Stalker twice and Harvester once and got nothing each time. Usually they at least drop a mod or a material of some kind.  I've been around for a few assassin deaths and I don't think ever  seen them drop nothing at all.

  8. I really don't see what all these people whining about the conclave limited missions are going on about. Video games are not always just about getting the most powerful thing and beating face with it, sometimes you need to use strategy or more unconventional means to complete a goal.  That's what this Alert/event is about, making you either drop all but 1 major/favorite piece of modded equipment (What I did, just equipped a fully modded Despair on a Nekros and ran the mission), remove mods from most things and keep all your favorites or actually use things you normally wouldn't have used.  

     

    I actually love the missions, I had to work with my squad much more than usual, we didn't rush as much and I finally touched another weapon other than my Dread.  Hell, it was rather intense when the Stalker showed up during the second half of the event and we had to take him down with each of us having a conclave of less than 500 (luckily the Stalkers mortal enemy, rolling, is still rather effective so all I had to do was roll around the area as they took him down).

  9. I really wish there was a clear indication of what changes the score, it's the Breeding Grounds event all over again.  I thought it might increase with a lower conclave rating but I've run with a group of people who all had ratings in the 600's (me in the 400's because again, I thought lower conclave increased score) and got 6 then 11 then 10. The group split and I join another, 2 600's and 2 400's and I get a score of 5.  Someone mentioned that the score might be tied to Hyena's killed but what causes more to spawn?

     

     

    Also, I seem to be having a lot of trouble finding squads for the mission.  I need to keep backing in and out of the map to try and get a squad.  I thought it might be searching for people of similar conclave but almost everyone I join with has one in the 600's.

  10. I was back on Mercury getting some starting levels on some equipment when I ran into this problem that I had forgotten about recently, the fact that, once you reach waves ~25 and higher, the chances of the group wiping, not because of lack of skill, but because they didn't have a Frost constantly using Snow Globe and a stray shot hit the defense target and takes off 3/4's of it's health.

     

    My suggestion is, somehow buff the defense target throughout the mission. Maybe every 5 waves, instead of listing it as just taking the reward or staying it's explained as, you can either take the reward or the tenno currently infiltrating can instead reroute some power to the target giving it some extra armor and/or shields. Maybe have mini-objectives during some waves that do that, just some way of buffing the thing we're defending so having a Frost(Snowglobe)/Vauban(Vortex for ODD)/Loki (Radial Disarm)/any other frames I'm forgetting, is not a requirement for long runs.  Being able to one-shot a player is one thing, they can run around and dodge, the pod on the other hand, if it's not protected from attacks, is boned.

     

    I'm not saying keep the damage scaling equal so there's never any difference between wave 1 and wave 40 when it comes to how long the pod takes to die, but it's ridiculous when, no matter how good a team is, if they can't stop the pod from getting shot AT ALL during later waves they'll lose. For example, if enemies doubled their damage every 5 waves, have a way to increase the shields/damage resistance by slightly less than that (just a rough example, not perfect, mainly because it still makes it so enemies will 1-shot the pod after a certain point).

     

     

    Thought, opinions, suggestions? 

  11. Okay, I don't usually post in these threads but some things need to be said.

     

    To the people whining about the event, grow the hell up and stop being greedy.  It's a small event with a small reward; not every event they give us has to be some big fancy thing. There's no real story/lore importance to it yet so there's no reason for any big rewards.  Chances are this is a precursor to a larger event to come later. For example, has anyone else noticed that all the Corpus can Proc Cold right now? Kind of suspicious if you ask me; easily hinting at a Cold/Status mod or freeze ray event later.  

     

    As for the launcher nerf; personally I haven't used any of them yet (honestly because I've rarely used any primary other than the Dread after I got it but I recently built a Penta that I was going to try and use soon) but I can still see that 20 is very little for an ammo pool, especially when combined with Sniper Ammo.  Take a bow on a normal, non endless mission, you'll be running out of ammo probably 1/2 or 3/4 of the way through unless you get some very nice, multi-target shots or get lucky with ammo drops (so maybe I just have horrible luck with them) even with the Bow ammo pool of around 70.  Was 540 too much? Obviously; a grenade launcher shouldn't have the same ammo capacity as an assault rifle, but now they've got 1/3 the ammo of a damn bow.  100 or even 50 ammo would have been nice.  Now, unless you completely maximize your killing potential (aka, make sure you kill 3-5 enemies per explosive shot) any launcher is incredibly outclassed in any mission type that isn't defense/mobile defense/survival. And lets not even get into the fact that bows, while having 3x more ammo; can't kill you, have ridiculous innate punch-through on a full charge, the ability to destroy lines of enemies because of the punch-through and corpse launching and the end game bows have damage that is plain absurd.  I wanted the penta because, no matter how much I love the Dread, the lack of AOE made some things difficult, now, unless I've got an ammo mutation on it it'll be incredibly difficult to level...and apparently it's marked as a rifle still so the ammo mutation won't even work.  I'm still going to try and use it mind you, maybe my opinion will change after I've leveled it.

     

     

    And to the people mocking people for staying on pillars during stuff like ODD, yeah, go ahead and stay on the ground level when surrounded by level 60-80 toxic/disruptor ancients and energy drain leaders, have fun dying before you can even see the enemy or try and survive while losing 10 energy per second. That the entire reason I stay up there, not because I don't want to fight against them, but because I actually want a fighting chance against them. (I say that but now the aura range of toxic/drain enemies can actually reach those pillars so there isn't much point in complaining).

     

     

    As for the Sniper buff, again, haven't really used many main weapons other than the Dread but, with only 2 getting innate punch-through (especially since those two aren't available to most of the player base currently)...I don't really see the point.   

  12. Even if you do nothing, your Kubrow still has to remain in close proximity to an enemy in order to remain cloaked.

    Hmm, didn't know I didn't need to be near an enemy for it to stay up, but I'm fairly certain it's stopped even when near enemies. Rather difficult to get away from them when your 35 minutes into a survival mission.

     

     

    Stalk (and by extension,Ghost) cloaks you when it senses an enemy within range and when the kubrow/sentinel can see it.

    The cloaking mechanics are finicky, but that's the best interpretation anyone's got.

     

    That I knew, I actually use my Kubrow as a pseudo enemy detector. If it cloaks me it means somethings close.  I'm not sure about it needing to see things though, I've been cloaked by it when the nearest enemy was a room over through a closed door. Anyway, I guess it's "good" to know that the problem is probably just because of the finickiness of cloaking.

  13. I'm trying to pin down exactly what I'm doing wrong when it comes to using this.  The invisibility will end randomly even if I don't attack or even sprint (I don't think sprinting messes with it, I've done it before and it stayed up), sometimes it'll activate then a few seconds later, having only walked it'll deactivate.  I know attacking with a weapon deactivates it but I'm wondering if there's something else because right now it's rather annoying having it stop for no reason from what I can tell, especially when I need to use it to hide.

  14. I just ran the Jackal assassination for the Kubrow quest and apparently killed him in the cutscene or something close to that.

     

    The squad I was with entered the arena. I had an arrow ready in my Dread and had it pointed towards Jackal when the cutscene started. When the cutscene started the arrow firing sound played and after the cutscene was over Jackal was dead.  I'm not really sure what exactly happened, whether it was actually killed during the cutscene or whether the arrow simply froze mid flight while the cutscene played and killed him right after in ended. 

     

    Just thought I let people/DE know.

     

    Badass feeling either way.

  15. I've been trying to run some ODE vault runs but so far, of the three that I've run (once before the hotfix, twice after) my "Intel Graphic Accelerator for Windows 8" (I'm pretty sure that's the name the error gave) has stopped working each time.  Disregarding the fact that my laptop is using Windows 7 and therefore should have nothing to do with Windows 8 in any way, before this update this has never happened before.

     

     

    EDIT: Additional information. I've run through the prologue missions and the Catalyst alert without any similar trouble (There were some bugs but that's something for another thread).

  16. Great concept id love to play as this frame almost more then the concept im coming up with *spoiler his name is oculus* I'm a tad bit confused about the third ability its suppose to make them lose the will to fight but also jams ranged weapons in the radius? So after deactivation if certain enemies aren't dead their weapons are jammed? Uhm I think enemies that don't feel the need to fight literally just standing there won't make it through lol. I think this could be a very possible frame without being to powerful because modding could make range so big, on defense missions him activating it will keep enemies from getting close to the pod. As for the fist ability with the armor and health deductions I'd say to keep the OP levels "normal" it'd be fair that the deducts over time are individual for each enemy. Same going for all his abilities and the 4th in particular I think should effect enemies as well so if melee enemies run in and die and then you eventually deactivate or run out of energy then they to are brought back (which would make the ulti very unwise on infestation but the rest of abilities relatively useful. All this info is just feedback and you can take from it what you want it you have creative control, I think this could be a frame for the future (no pun intended) also the abilities may have to be tweaked for PvP. As for Character design (im no artist either :\) I suggest you go to Devient art and look for panzerthetank he's done a bunch of war frame related art which I'll vouch for his artistic ability is amazing him the concept let him know how he would cast abilities for animation purposes etc. Ughhh I think this has been enough feedback its late lol only other thing I can say is look out for Oculus which hopefully will be up within the next few days,so you could give some feedback!(:

    -Much Love From Above

     

     

    Thanks for the feedback.

    Yeah, I figured it would probably be better for the damage to affect enemies individually just to keep the power balanced.

     

    As for Ceasefire, yeah, it's a really rough ability. The other 3 were some I'd had for Epoch since I first came up with him. I had another ability before (honestly, Rewind was actually his 3rd ability before feedback) but Ceasefire became his ult because it's so unique and his previous ult...wasn't really.  The reason for the enemies just standing there is , lore wise, in their heads they currently don't think anyone would harm them I should probably think about removing that part at least, it doesn't seem to fit that well lore/fluff wise.  In any case the effect should probably end  (both the jam and the lack of hiding) when the power does. I should put that down.  

    As for this panzerthetank, is this a person who would just do this so they can make art (aka, free) or would it be a commission thing?

    Anyway, I'll definitely look for Oculus.

  17. I posted a very rough draft of this frame here a while ago, but after some feedback I've ironed out some things and refined the abilities and I'm looking for more opinions.

     

     

     

    Warframe of Time - Epoch, Master of Moments

     

    “Inevitable, unstoppable, Epoch’s presence on the battlefield signals a turning point for any conflict.”

     

    Default Coloration - Stark Black and White, sharp edges where the colors meet.

     

    Playstyle - Epoch is a buff/debuff tank, semi-tank (low on health but good shields). Slow but by simply being there has a major effect on enemies and allies.

     

    Appearance - Large and imposing, probably semi-close to Rhino but more blockish. Epoch is supposed to have an obvious presence on the battlefield, almost like a beacon. Their allies should flock to them and their enemies should run from them. (Sadly, I have no artistic talent and cannot provide an actual visual)

     

    Health - 100 (300 at max)

    Power - 150 (225 at max)

    Armor - 120

    Shields - 150 (450 at max)

    Sprint - 0.8

    Stamina - 80

     

     

    Ability 1: Moment of Decay / Decay / Rot

    Energy Cost: 10 to activate + 5 per second


    “Epoch accelerates time in the area surrounding them, rapidly bringing enemies closer to death as their armor and flesh are ravaged by the passing of time.”

     

    Every enemy within a certain radius, 5/10/15/20 meters, around Epoch have their armor reduced by 1/2/3/4% per second (Possibly just a debuff that increases over time? Basically, for every second the power is active the debuff increases in power and every enemy within the area gets that debuff, even if they enter the area later?) and are slowed by 5/12/15/20% for the duration of the power. After the power is deactivated, every enemy that is still within its area of effect has their health reduced by 0.5/1/1.5/2% for every second the power was active, enemies regain their full armor after 2 seconds. This area moves with Epoch, Epoch may not activate any other power while this is active.


     

    Ability 2: Moment of Restoration / Restore

    Energy Cost: 10 to activate + 5 per second


    “Epoch accelerates time around allied Tenno, speeding up the rate at which their bodies heal and move.”

     

    Epoch and every ally within a certain radius, 5/10/15/20 meters, around Epoch has their reload time shortened by 5/10/15/20% and has their stamina regenerate at a rate of 2/4/6/8 points per second. After deactivation, for every second the power was active, Epoch and every ally that is currently in the area of effect has their health restored by 1/2/3/4% over 5 seconds.  This area moves with Epoch, Epoch may not not activate any other power while this is active


     

    Ability 3: Moment of Peace / Ceasefire (This is one of the abilities I would really appreciate feedback on)

    Energy Cost: 50/75 to activate + 7 per second


    “Epoch isolates the surrounding area, and peers into the timestreams.  Epoch finds the moments during which peace reigns and forces them into place”

     

    Every enemy within a certain radius around Epoch, 5/10/15/20 meters, loses the will or capacity to fight.  Ranged weapons have a  20/40/60/80% chance of jamming every second they spend in the area and thus becoming useless for the duration of the power, damage that enemies would cause is reduced by 10/20/30/40% as the peace that permeates the area sinks into the fabric of every weapon and enemy forcing them to only graze opponents. Enemies will not take cover while in the area as they feel no need to hide during the peaceful time.  Once the power is deactivated the effects end 2 seconds later, weapons are no longer jammed and enemies will hide and fire up on the players.  This area moves with Epoch, Epoch may not activate any other power while this is active.


     

    Ability 4: Moment of Return / Rewind

    Energy Cost: 100 to activate + 7 per second


    “Epoch anchors itself and nearby allies in time at the activation of this power. Upon deactivation Epoch and allies present in the area during activation are returned to that point.”

     

    Upon activating Moment of Return Epoch and every allied Tenno in 3/6/9/12 meters current Health, Shields, Energy and Ammo count are locked ( Or maybe it is after the initial 100 energy is spent? looking for feedback). For the duration of the power allied Tenno and Epoch will expend health, shields, etc normally. Once Epoch deactivates the power, Epoch and every Tenno that were within the area when it was activated have the values restored to what they were when they were anchored, this can revive fallen Tenno IF they haven’t bleed out yet (Maybe even if they have? again, looking for feedback).  Epoch runs out of energy or is downed before deactivating this power the effect is lost. Be wary, this may reverse any restoration that occurs as well.  Other powers may be used while this power is active.


     

     

     

     

     

    Anyway, thoughts and opinions? A list of the many things wrong with this that I could fix (I know I probably made some abilities too powerful/made some just better than others/screwed up the base stats/etc)? This is the first time I really tried to mess with a warframe concept after feedback(this specific ability loadout inspired by a glitch during a survival mission) so I mostly just want to some feedback on skills and such, so I can get a better idea of how to balance said things before I try and think of any more concepts (because we all secretly obviously want to create something as detailed and, lets be honest, amazing as Typhus ).

     

    As for why I made all of their abilities activate/deactivate, I felt the time keeping aspect fit rather well with the frame and the idea of an epoch but honestly I'm not sure how it would work out in game.   I made everything percentage based because that allows every ability to be useful, be it end game or early game (although obviously more use endgame).

  18. As stated above.  I ask because I just ran a mission with someone and found the loot room.  Decided to run it and made it to the end (hit the pressure plate and the slowly closing door stopped and went back up.  

     

    I was then told that I shouldn't do that again because the door only opens once and they couldn't get in.  I then walked back out through the wide open doors, which didn't close behind me.  I backtracked to look and the large door was still up.  I could walk from the entrance to the door freely.

     

    Just to be sure I ran another void mission to test things.  I ended up getting the exact same obstacle course type, got through it then left. Went to the entrance of the course and made my way back through, all the doors stayed open, even the one at the end. (I tried to take screenshots but apparently the button wasn't working).  

     

    Now, either this person had no idea what they were talking about or the doors were only open for me, which I think would be really weird.  These doors were simply open, not closed with green lights, just open.

     

     

    This isn't me trying to prove someone else wrong as much as me double checking. If what they say is true I'll have to be more careful in later missions.

     

     

    P.S. Hopefully this is the correct forum, I wasn't sure if this should go in general discussion or Players helping Players.

  19. There is one large flaw in the cooldown thing in my opinion, Warframe is not supposed to be a shooter where you use powers every now and then, powers are just as important as melee and ranged weapons. If you add in a cooldown gameplay slows down and becomes much more focused on what your weapon loadout is instead of what frame you've got.  There's also the fact that many guns bascially do the exact same thing(Nuke every enemy I mean).  I haven't used them myself yet but I've seen things like the Penta and Angstrum used, things stop existing at that point.  Unless you suggest adding a cooldown to those types of weapons as well the idea is pointless (ammo is not a consideration, it's much, much easier to keep stocked up on ammo, especially in something like T3.  I mainly use the Dread and even with bow ammo being rare I barely ever drop below 50).

     

    Also, a number of frames a based around power spam. If you take away a Caster frame's ability to actually, you know, cast, you're left with nothing but an incredibly squishy thing with a gun and at that point you might as well not use frames like Nova because hell, my powers'll be on cooldown for so long, why even use them when I could just use Rhino or some other beefy frame and still be able to survive while my powers are on cooldown?  And if you tell me I should just hide, well...I do believe Warframe is generally supposed to be fast paced space ninja action, not "hide in a corner because I can't survive a single shot to the face" action.

     

     

    Don't get me wrong, making it so all abilities are viable instead of just press 4/3/whatever to win needs to be addressed, I just feel like cooldown isn't the way to do it.

     

     

    Also, I just made Vauban and if they took away my ability to toss Tesla's on everything and everyone and rule the battlefield as Thorban, God of Thunder I would be very sad.

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