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CommanderB95

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Posts posted by CommanderB95

  1. For those of you who don't know, Riley is a playable dog character in Call of Duty Ghost. Recently, after taking some down time from kubrows, i decided to pick mine up again and take him on some missions. Even though it was a pleasurable experience i couldn't help but be annoyed by some of its behavior, such as:

        1. Blocking my shots.
        2. Daydreaming
        3. Not understanding when it's a good or bad time to attack

     

     

     

    So, blocking my shots...

    Every so often my kubrow decides that it would be a good idea to park in front of me and block that really important "swag-omg-muchskill" shot that i usualy take every time i stop to kill an enemy.

     

    w8cB4Fv.jpg Those ears can block anything.

     

    Now, standing in front of me and bodyblocking incoming fire is not actually a bad thing (because i can heal most of the damage it takes with the Pack-Leader Mod), but when your kubrow is taller then you it makes it pretty difficult to return fire. I propose that, when in combat, your kubrow takes on a "crouching" position such as not to block my fire but still be able to block enemy fire. This would also prevent it from looking like an awkwardly placed statue that i chose to take cover behind.

     

     

    Daydreaming...

    Quite often, usually in-between transitioning from one enemy to another, my kubrow decides to take a break and have a deep thought about what just happened. This is very frustrating because it breaks the immersion i had before and brings me to the point where i ask "Kubrow! Y u no do something?!". This also happens when an enemy is fairly close and attacking me (or i'm attacking him) but for some reason my kubrow doesn't do anything, which brings me to my next point...

     

     

    Not understanding when it's a good or bad time to attack...

    Kubrow AI is not very good a judging the situation and adapting to it. It often attacks when it shouldn't and doesn't when it should. So, i propose that we suplement their AI with commands from us. And this is where Riley comes in, for you see, Riley is very squishy and wouldn't be able to last long in a gunfight, so most of the time he sticks close to it's master, guarding his back, and only when he receives the command does he charge in to battle, attacking the selected target.

    Kubrow AI would function similarly to that: it would stay close to you; if an enemy aproaches it attacks; if you give the command he charges foward. And this doesn't only apply to simple attack commands. It can also be used to guard objectives, trigger abilities like Scavenge or to position him behind cover.

     

    Also, another thing that's bugging me is when you haven't been discovered yet and perform a stealth attack on an enemy your kubrow will immediatly attack the nearest enemy, alerting everyone. I don't know if this is a bug or if it's working as intended, but they should behave like sentinels, only attacking when you've been discovered.

     

    TL;DR Kubrows should crouch so we can fire over the taller ones. You should be able to give him orders.

  2. Sentinel Mods Idea

     

    This my idea for improved sentinel utility. These mods would serve the sentinels purpose of caring for their masters and helping them in their time of need. Each mod is an ability that could be cast by the tenno to whom the sentinel belongs. Just in case, if more than one of these mods are equiped, only the first can be used.

     

     

     

    Charging

     

    In order for your sentinel to use its new ability, it first needs to collect the required resource. Each time you pick up an energy orb your sentinel collects a small amount of this resource. However, if your energy pool is already full, your sentinel is able to collect a larger amount. Once full, your sentinel can cast the ability.

     

    Abilities

    Kinectic Armor

    Description: Your sentinel flash-forges kinectic armor plates designed to temporaly shield you from incoming damage. These kinectic plates are not made to stop projectiles but to slow them down, reducing the strain put on your shields for a short period of time. This armor is also able to completely absorb powerful shockwaves but is destroied in the process.

    Details: Your sentinel forges armor plates that reduce incoming damage by 5/10/15/20/25/30 % for 3/3/4/4/5/5 seconds. This armor is also able to block  knockdown procs but is destroied in the process.


    High-Performance Compounds

    Description: Your sentinel sumplements your equiped weapon with high-performance compounds which enable a higher damage output. These compounds temporaly prevent your weapon from being damaged by activities that exceed its operational limits.

     

    Details: Your sentinel increases your weapon's damage output by 5/8/11/14/17/20 % for 3/4/4/5/5/6 seconds.


    Improved Power Conversion

    Description: Your sentinel connects with your warframe and allocates aditional resources to energy tranfer. This reduces the amount of energy lost  during ability-cast, increasing your damage output. (Explanation: This works on the asumption that abilities aren't 100% efficient. For example, an ability that consumes 100 energy would only convert 80 energy into damage and the other 20 would be lost during the convertion. This mod would increase the energy converted, from 80-20 to 90-10.)

    Details: Your sentinel increases your next ability's power strenght by 5/10/15/20/25/30 %.

     

     

    Overheating

    Continuous use of these abilities during combat will make your sentinel's tool start to heat up. High temperatures may cause the material to become unstable. This will lead to secondary effects the next time you use the ability.

     

    Kinectic Armor - Overheathing!

    Description: Higher temperatures during the forging process prevents the armor from being able to discharge safely. This will cause the armor to explode dealing damage to nearby enemies.

    Details: When depleted, your armor explodes dealing 100/200/300/400/500/600 damage in a 3/6/9/12/15/18 radius.
     

     

    High-Performance Compounds - Overheathing!

    Description: The high temperatures generated during fire may cause the material to become unstable and release considerable amounts of energy.

    Details: Your weapon has a 7.5/10/12.5/15/17.5/20 % chance to deal 400% damage.

     

    Improved Power Conversion - Overheathing!

    Description: Residual amounts of energy are collected by the material each time you use an ability. An overflow of energy coupled with high temperatures enables access to these energy reserves.

    Details: After activating this mod and casting an ability your next ability's power strenght is increased by 5/7.5/10/12.5/15/17.5 %.

     

     

     

     

    Tell me what you think ^^

  3. Fixed issues with Kubrow Loyalty. Firstly, added better descriptions to explain Loyalty overall. Secondly, fixed issue where players could ‘use up’ all their loyalty interactions even if the Kubrow was at 100% loyalty, resulting in wasted interactions. Lastly, Kubrow won’t ‘happy react’ if their loyalty is at 100%, they simply cannot be any happier and this should indicate action is having no effect on the loyalty. 

     

    Thanks once again DE,  Good job on the great hotfixes.

     

    Also, I have 246 / 258 missions completed, I've completed the entire map in the solor system,  What could those 12 missions be that i'm supposed to complete?

    Maybe they're Void or Orokin Derelict missions you haven't done.

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