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ZiltoidiaAttacks

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Posts posted by ZiltoidiaAttacks

  1. So since the melee rework came out, I've really tried to master the heavy attacks and lifted status and implement it into my gameplay.  And while it definitely adds something to immersion, variety, and makes melee 'feel' better, the rational and analytical side of my brain just can't get over the fact that lifted status doesn't really benefit our damage output or really add to the 'power fantasy' as much as I'd hoped it would.

    Here are my suggestions on how to improve lifted status:

    Lifted Finishers:

    Lifted enemies are open to unique finishers if health is below a threshold.  Imagine juggling a grineer bombard into the air, and the pressing X or the finisher button and cleaving him in twain with a nice fast little cinematic.  Or grabbing a corpus grunt by the neck and crushing his skull into the ground.  Or grabbing a MOA by its legs and pulling it apart like an insect.

    Lifted Grapple:

    And if they are not below that threshold, let us use X or the finisher button to either grapple, skewer, or bind (whips) a lifted enemy, and then give us a half second window to target where we want to catapult them (like the catapult from the railjack).  We could fling them and knock down a column of approaching enemies damaging them all, or throw them into a hazard like an explosive barrel for extra damage, or throw them straight up in the air to basically cc them while they're airborne and recovering from the landing.

    Lifted Manipulation:

    Or let us grab a lifted enemy and use them as a melee weapon for a swing or two.  Lift a grineer scorpion, grab em by the ankle and batter another group of grineer, dealing damage to both and a stagger to those hit.  You could do a lot with this idea, like use the grabbed enemy as a body shield while forcing them to expend their magazine, before snapping their neck, like an action movie hero.  Or grab them by the back of their neck and stuff their face into the biometric scanner to turn off an alarm or hack a door, before snapping thehir neck, like an action movie hero.  Or using an emote that is only available when you've grappled an enemy that forces them to do Macarena dance, before snapping their neck, like an action movie hero. You know, hero stuff.  Maybe make it unique based on the stance mod equipped.

    Lifted Bonuses:

    Lifted enemies should take either extra damage, or extra status and crit chance bonuses, from additional heavy attacks whilst lifted. Since lifting comes mostly from heavy attacks, and heavy attacks take up your combo meter, this will incentivize 'channeling' builds where the old channeling mods were converted to combo efficiency mods  This will reward the analytical and purely calucaltor type players trying to maximize their damage output.

    Lifted condition for Mod effects:

    Or you should rework effects into the mods that give bonuses against lifted enemies, such as damage, status chance, crit chance, crit mult, health steal, energy steal, reduced armor, heavy attack damage bonus, increases combo for striking, anything really.  With clever use and addition of effects to mods where the enemy being lifted is a precondition you could make a lot of intersting builds and gameplay.

    Perhaps you combine all these ideas and expand parazon mods with grapple effects and abilities.

    Those are just my ideas for improving the lifted status, what do you think? Do you have any ideas to add???

    • Like 2
  2. Hi DE,

    First, I love the Warframe revised changes.  I love Rail Jack.  I love this game so much and am so impressed by what you are capable of as developers.

    So recently in the community the issue of influencers all recording and testing inside of the Simulacrum room has been raised.  This doesn't let the game show off all of it's glory to non-players, and even to refresh old players on what is new.  My solution for this is simple:

    Path of the Lone Tenno:

    Teshin: "Tenno, there are some things no other warrior can teach you.  There are some paths only you may tread. Some wounds you must survive, alone."

    Solo Only - reduces loading times, hosting issues, lag

    Very Short - 10-30 enemy execution, single vault spy, 1 round defense, etc. (reduces load times)

    Selectable Enemies -  their level, faction, elite/grunt, specific unit, etc.   Include enemy warframe specters like in the Junctions

    Selectable Modifiers - nightmare mission modifiers, Sortie Modifiers, "All enemies are Eximus", time limit, etc etc etc

    Selectable Tileset - allow player to choose tileset, or cycle the tileset randomly, this will allow content creators to show off more of the game

    Quickly Repeatable - because it is solo only, and short mission/small map size, it should be possible to get fast mission load times, much like how you load different tilesets and enemies for Sanctuary Onslaught

    Visit Arsenal - between each "mission/round", return to a hub tile, unload old mission/map, load new mission/map while allowing player to use Arsenal, and make selections for the next mission/round (or possibly the round after the next round, since that might be loading already).  Have a 'random mission generator' option that randomly selects parameters itself for those that just want a challenge.

    Achievement Based Rewards - like nightwave, or Riven unlocks.  Players are only rewarded on completion of specific challenges, for example (lvl. 160+ enemies, earth tileset, defense, no shield regeneration, enemy AI on).  These also give the players and creators a reason to use this over simulacrum.  So while you could test ANYTHING in these missions (replacing the need for simulacrum room), you only get rewarded for end game, hard achievements. Could even roll it into Nightwave, or Syndicate, Faction points.

    Allow Enemy AI disabled - This also allows creators to test game changes and new weapons and load outs.  Make Enemy AI Enabled a requirement for the Achievement Based Rewards, or even make challenges w/ AI disabled, such as (kill a tight grouping of 4 level 150 Heavy Gunners in 3 attacks) or some real min/max crazy challenges like that.  Basically a puzzle where you must know the game mechanics, and have the right frame, weapon, mods, luck, etc for it even to be possible.  Kind of like Mastery Rank challenges, but End Game, hard core, nearly impossible challenges; unless you're very well equipped, have a wide selection of gear, access to almost all mods, etc etc etc.

     

    At the worst people will use it just like the Simulacrum, but on different tilesets from the game.  At best the leave the Simulacrum in the dust and you have some content that provides satisfying end game challenges to veterans.

    • Like 1
  3. Love the planned changes to Impact and Gas status.  I think you need to also fix puncture and blast.  My suggestions are:

    Puncture:

    On proc: (Ranged) +Punch Through for proc'ing shot (magnitude based on Puncture element damage magnitude), 

    On proc: (Melee) Ignores multi-target Follow Through damage reduction for subsequent enemies (# based on puncture element damage magnitude).

    On stack: +1% (max 10%) chance to enhance criticals against the target (similar to vigilante mods)

    AND/OR

    On stack: +2% (max 20%) chance to enhance status procs against the target (similar to vigilante but for status stacks)

    Blast:

    On proc: Hit deals 50% of its Blast element damage to all enemies in AoE centered on target (radius/falloff based on damage magnitude of blast element) *also triggers explosive self-stagger if applicable (except on melee weapons?)

    On stack: +% inaccuracy, -% damage on affected target (Punctures current effect)

     

    I think this would make both Blast and Puncture 'feel' more noticeable and gratifying, while being immersive, and giving each a definite role.

    • Like 1
  4. Make Elements Great Again!!!

    BLAST:

    Stagger. Stacks increase stagger strength, enough stacks apply 'Lifted' status.  If enemy is already lifted blast procs continue lifted state. (Devil may cry gun juggling enemies!)

    IMPACT:

    Short push back (causes enemies to leave cover, no interrupt/stagger animation) and reduces accuracy. With melee the push back would be in the direction of the swing, allowing you to 'sweep' a group of enemies tightly together, for follow up punch through attacks or AoE damage abilities. Stacks continue pushing them back, and reducing accuracy up to 100%, at which point they are staggered briefly and drop/fumble/lose their ranged weapons, forcing them to melee. 

    GAS:

    AoE Gas DoT.  Stacks increase size of AoE Gas DoT proc.  Max stack also procs a 'Terror' effect where affected enemies flee (presumably fleeing the gas cloud).

    COLD:

    Flash freezes enemy in place for a very short duration (0.5s) followed by a slow effect while they 'thaw'.  Stacks re-apply flash freeze and increase slow effect of thaw.

    ELECTRICAL:

    Stuns and damages enemies in an AoE, like it already does.  But, after enough stacks (5 to 10) it 'discharges' the Electrical stacks, removing them, and dealing significant bonus damage per stack. It also discharges any Electrical stacks on enemies in an AoE, with the same effect.

    • Like 1
  5. The ships "crew" are NPCs from the syndicates that add or buff certain stats on your ship.   The 4 tenno that man the ship will just be from your public lobby and it will use the hosts Railjack (probably in addition to whatever railjack "abilities" the other players have) and you will all earn railjack rewards equally.

  6. Hi DE,

    I know you guys are in the business of new ideas.  If you don't have new ideas you don't have new things to draw players in and convince them to purchase plat.  So, I got a great idea for you.  One word, mods (not the ones in the game that change stats, like minecraft mods).

    The restrictions on what you would allow players to mod is such:

    - Economically neutral (Segregation from economy, or Ante system between players).

    -Changes limited to a single made mission or gamemode (Cannot modify base game, but can change variables the way PvP changes weapon stats, etc)

    - Private hosting of gamemodes/servers (no infrastructure resources required by DE other than listing available servers.

    Other than those restrictions to mitigate harm to the economy and reduce your overhead, you could then allow users to create new game-modes, scripted missions or enemies,  player-designed weapons, frames, mods, abilities, puzzles, and tile-sets, and other unforeseen unique ideas.

    DE could then skim the cream of the crop of the most popular ideas, and implement them into your game.  This would significantly reduce the risk of wasted investment to develop ideas that don't pan out (Lunaro), and possibly allow users to give more tangible examples of their feedback and suggestions for the game.  

     

    What do you think?

    -

  7. Hello Digital Extremes, 

    Your last devstream talked about the problem of certain mission types becoming irrelevant to a player once they obtained all the rewards from said missions.  This results in certain content not being used, and shortens the life cycle of content you guys spend blood, sweat, and treasure creating.  I have a few simple, technically easy solution.

     

    Baro Ki'teer Solution:

    The problem is that players move onto other content where there are rewards they have not obtained yet.  So it seems obvious to me that you could implement a 'reverse Baro-Ki'teer' system, where instead of buying Items for Ducats, you could sell items for either Ducats or another type of currency, which would be redeemable with all factions for standing, night wave standing, specific relics, skins (expensive), or other plat-only/cosmetic content (expensive).   The items you would be able to sell back to Baro would be cyclical, just like the items you can purchase from him.  You could create these sets of sellable rewards via thematic sets or missions where they're obtained, or to get distributed use of different content, pieces from each mission type in each sellable set.

    This would provide DE a variable/lever/knob to manipulate the resource economy with, when inevitably making balancing tweaks with new and old content.  You could drain any excess resource out of the system by allowing players to liquidate it for this (Ducat) special currency that is universal redeemable for most grindable rewards. 

    The obvious pitfall to such a system would counter-productive.  That is, players that play a single mission type that turns out to be the most efficient (currency / time) grind, and use that process to obtain all rewards.  This could be solved by a diminishing return on the amount of currency received based on how much is sold to Baro by the player, per reward.  This would incentivize spending time in a lot of different content, collecting a wide distribution of rewards. 

     

    Market Solution:

    Similar to the Baro Ki'teer system, this would be more persistant.  You could integrate it with Corpus Lore very effectively though.  This would be a market where demand/supply is factored into the price the player receives for selling excess rewards.  The more players that sell that reward, the lower the price is driven, while simultaneously driving up the price of rewards that are not being sold in excess to the market.  The player would receive this currency, in varying amounts based on demand, for rewards he already has, and thus gives the player a universal reward for participating in content whose rewards they have already attained.  The player then would be able to use this currency in the same manner as the Baro Ki'teer solution above, or even purchase directly from the market the same rewards being sold to the market, at a 1000% or larger profit margin of course (so that this is not the main avenue of attaining the rewards for new players).  Perhaps you could even factor the purchasing of the rewards into the supply/demand buy/sell pricing in this corpus market.

     

    Direct market solution:

    This is the most simple, yet perhaps the most unpredictable solution.  An auction house that would help automate and facilitate quick, easy trading between players.  Perhaps limit the types of items tradeable in this, or require bulk amounts (stacks) of a reward to be traded.  This may increase demand for platinum if it is used as the main currency for these trades between players.

     

    Moving Unique Rewards (aka alerts):

    You pretty much already have this solution implemented through nightwave radio.  My addition would be to add certain special actions or events that happen in the missions/content that are being under-used.   Example, say Ropalolyst content is not being played much.  Add a specific Nightwave challenge to defeat it so many times, or to place the last hit on its joints, or fly it into a bug zapper 10 times, etc.   You could also add new fun, whimsical environmental interactions to different mission types and tile sets for night wave challenges.  Example, the helium barrels in the gas city tileset, you could add a challenge to juggle one from hitting the ground for 20 seconds, or add laser drills to Europa and add a challenge to bore through 20 ice walls.

    Additionally you could add more purchaseable content (rewards) and more ways to earn the unique temporary currency that comes along with Nightwave episodes.

  8. Had an idea for a new mod effect.  Basically it would be a set of new mods that have familiar effects, like +health, +damage +range etc, but the new bit would be that that the Magnitude of the Buff would be multiplied by the number of capacity points that were not used.  So if your weapon has all the mod slots filled but it still has like 8 or 9 capacity left, that capacity could be utilized by this set of "Over-clocked" mods.

     

    What do you think?

  9. One other idea, is the idea of Speed-running.

    Warframe is a very grindy game (not a bad thing) and the criticism I hear from waayyyy too many friends i try to introduce to it is that it's way too easy, repetitive, not challenging, etc.  Especially when a veteran player taxi's and carries newbies through levels. 

    Speedrun Timer / Time Trials:

    Normal tile missions would benefit greatly, the open world nodes not so much.  Giving an incentive and a measurement ON SCREEN to the player about how long they've been in a mission and how fast they're going, and maybe even putting some unique loot behind fast mission runs etc would incentivize the new players to to master tile-sets, movement, enemies, etc.  

    This would fit PERFECTLY into the current mission meta, where you have endless survival/defense type missions, that reward scheme is obvious. 

     

    But for exterminate, capture, spy, etc, having a time trial timer and tiered - reward system would get skill based gamers much more interested in those game modes.  Especially if you list the top runs by friendslist/clan/globally for each map node. 

     

    Even though the maps are always randomly generated, they're randomly generated by the same algorithm every time, so there is going to be a sort of "averaging" out of the path length/difficulty, and the uncertainty and luck involved with "rolling" a good map set up will also distract the player from the fact that they're grinding, because they'll be focusing on the challenge at the same time. Also adding short-cuts/long-cuts from the NESW entrance of a tile to the NESW side of a tile will give more of a rewarding benefit and sense of exploration and mastery to players for finding these shortcuts to shave time off their speed run.  (lots of map tiles are already like this).

     

    Of course there already IS incentive to run maps fast, because you get loot faster, etc.  But alot of gamers don't think that way and so having a direct obvious incentive through an AABC reward rotation, but based on completion time, would help them "get" the random tile missions, I think.

     

    What do you think?

  10. What they need is more diverse enemy design, mechanically.  (aesthetically its beautiful)

    Think of the Immortal unit for Protoss in SC2.  They have a shield that makes them counter high power slow attacking units, but are still vulnerable to high fire rate, low dps units. 

    And then think of DT (damage threshold) armor from Fallout NV, which just removes a static number of damage from attacks completely, not a percentage or ratio that scales.  That requires High power (slow fire) weapons to penetrate the threshold.

    What they need is smarter enemy design.  They have damage/armor types down pretty good,, and they distinguish the factions. But you can design enemies with other stats in mind, like reload speed (add regeneration to enemy so you have to finish it off before you reload because it will heal by the time you reload), or accuracy/dodge, or require a stun or knockdown because they'll flee and regenerate before coming back to attack.  Or enemies that specifically bide their time waiting for the player to turn their back before pouncing and pinning them down, so you have to focus on taking them out first thing.  Could even put disables that require another player to save you, like think of the different zombies in Left 4 Dead 2, where teamwork is necessitous.

    Think of how Kuva guards work. Or Shield Bursas. Or the ability negating bubble shields. Or the rescue Wardens bullet sponge but they're susceptible to finisher damage.  I wish there were a LOT more enemies with this sort of unique pathway to efficiently be able to kill them.  And I wish the difference between using that pathway versus brute force were more extreme. (melee to break their block, or shooting out their feet out from under them, leaving them on their back exposed to melee damage, etc etc etc, you can come up with a ton of combinations of player actions that are pre-requisite to opening up the enemy for "efficient damage".)

    What I mean by "efficient damage" is damage that can take them out in a few hits like currently EVERY enemy is now.  Ideally you'd still be able to go overkill on the excessive firepower, but it will take longer, be more ammo/energy intensive, etc etc.

    Make each enemy a puzzle in how to effectively kill them, and then throw a diverse group of those enemies at the player and the enemy squad becomes a puzzle that you can approach to solve multiple ways, and this changes combinatorially with the # of type of "puzzle" enemies in a squad, instead of a (Spam AOE) obstacle.  

    Think about enemies in FF10, that's a good example, you had to navigate different combos of enemies with different characters.

    It would reward players for having a diverse array of weapons so they can adapt to any enemy defense scheme.

  11. 1.  No manualing.  Play tony hawk, press forward back forward you can ride on two wheels on flat terrain to connnect combo strings, but you have to balance, which gets harder the slower you are going.  Kdrives need a similar mechanic to string more combos together, along with polishing the maps trick lines.  Also make more "edges" of things "grindable".

     

    2.  No half-pipes.   You're always oriented vector normal to gravity (down) vector.  i.e. parallel with the ground.  In tony hawk your forward momentum is transferred vertically when inclining on a half-pipe.  I understand this might be very hard to encode, but DE can do it, if anyone can. Also consider adding "stalling" with a balancing mechanic similar to manualing, where you can stall on a lampost (stylishly) and must maintain balance while you charge up another jump to continue your combo.

     

    3. No immediate feedback to gameplay from successful trick combos.   You get a nice casino sound and flashing numbers.  Not good enough.  Successful tricks should either charge a boost meter than you can go super fast by consuming (or perhaps extending air time, ala parkour aim down sight), or provide a temporary speed boost upon landing, to give that really satisfying phsyical feedback to reward the player. (might co-opt the boost meter charging to use/power k-drive damage mods)

     

    4. when in boost mode (shift) and doing tricks using left/right/back arrow keys it extremely screws with your alignment and aim when you're going for a rail transfer.    I think theta rotation should be purely controlled by the mouse and left right tricks should keep your velocity vector parallel with what it is before, but simply translate it the the left or right a bit, and tune it so that if you do one spin to the left and one to the right you end up along the same streamline you would have been had you not done a  trick at all.

     

    5.  Other creative mods.  You're going to be dismounting your k-drive to attack or engage an objective.  You could add other mods that give you temporary armor, or invisibility, or power strength or something based on landed tricks or stored "trick charge", when you dismount.

     

    6.  Elevation control with tricks.  Some tricks prolong your airtime (like aiming during parkour), some tricks depress your airtime (like shift-rolling mid-air to avoid height obstacles.   And work on removing things that block trick/combo lines, like those irritating stopper/breaks on the rails.

  12. 3 minutes ago, DiabolusUrsus said:

    I'd rather see:

    Decoy creates multiple copies that act independently based on user control inputs. Recastable; hold to dispel. Also, duration-based.

    Invisibility is a toggle. (Stops permacloaki builds but makes losing it at inopportune times less of a hassle.)

    Switch teleport breaks and reassigns enemy aggro. Casting without a target auto-swaps with an existing Decoy if possible; enemies focus the swapped Decoy. Swapping an enemy causes enemies to target it for bonus damage. Swapping a teammate prevents enemies targeting that teammate briefly. (Helps Loki survive better without constant invis and plays into the trickster theme.)

    Radial Disarm is mostly okay, I think, but I would not mind making it a duration power that disables ranged weapons within a Silence-style constant AOE. (Meaning it isn't permanent but doesn't require spam-casting as new enemies show up).

    That decoy seems a lot like mirage's ability, and I don't know how effective or controllable it would be especially with multiple ones mimicking your movements.  What if Decoys auto-parried attacks back at the enemies like when you channel block with melee?  Or what if any status procs on the decoy proc on all the enemies attacking it.  Either way, deocy should be duration based not HP/level based (unless they add like a detonation effect when it dies).

    Invisibilty as a toggle would be smart.

     

  13. 20 hours ago, FatsackTony said:

    How about, for Decoy, any enemy that attacks them gets highlighted and outlined in  a way that you can see them through walls and obstacles, and any silent attacks on them have a +100% crit chance on them?

     

    19 hours ago, LuckyCharm said:

    Loki is great as is. Ive mained him for years and combining both prime and normal loki I have 250mil exp on him. The only change he needs is for decoy to be duration based rather than hp based. That and the nerf to switch teleport needs to be reverted. "Target is obstructed" when you're trying to target your decoy now. 

    He's fine and doesn't need to be touched though. If you want boring go and make a limbo rework thread like the rest of us

    What if Decoy was duration based, not HP, and any enemies that hit him became highlighted through walls, like when using your codex scanner.  And then to syncronize with that, loki's switch teleport let you target through walls?  And maybe just tapping does a quick switch, but holding switch teleport down does the % HP swap with the enemy/ally too!  Or maybe instead of, or with, the % HP swap, Loki can switch status effeccts with enemies he switch teleports with.   So if you swap with an eximus, you get their aura for a little while, if you're invis and swap with an ally, they get the invis buff, or if you swap with your decoy, than enemies that shoot at you become highlighted through walls and what not.  Or if you have a bunch of stacked toxin, bleed, corrosive, cold, fire procs or w/e you can cleanse yourself and dump them on an enemy, or onto your decoy.

     

    Also on decoy, what if enemies attacking or near decoy get pulled towards it.  Not disabling them like Vauban Vortex, but it just slides them to it to group them up over time, even if they're shooting (melee naturally conglomerates them)

  14. 15 hours ago, Astronomers said:

     

    I like switch teleport the way it is. It allows for many things, also say you swap with a high hp enemy and spawn an ancient healer, you and your squad will be relatively unkillable. Plus i find loki to be more solo suited.

     

    I think you misunderstood my ideas for switch teleport.

  15. Hokay, so...

     

    Loki, most aesthetic warframe in the bunch (prime version of course) and the most excited I was to get, turned out to be an utter snore fest.   Yes of course, building duration max and staying invisible all the time is cool but, that's pretty much it. 

    Radial Disarm

    His augment for his 4 is funny, but pretty much useless without the augment, and even then, rarely used except for extremely high level stuff.

    My fix:  Make the confusion proc default, and make the augment have an effect where the confused  enemies disarm and confuse enemies they friendly fire, so it spreads, sort of like Saryns spores.   This will help it scale and remain useful and worthy of spending the mod slot on.

     

    Switch Teleport

    What a frickin waste of an ability slot.  So boring, rarely used, long animation so you can't use it quickly, and the only interesting things you can do with it are move a downed ally or steal a dargyn from a dargyn pilot in air.   I NEVER use this ability, it is a complete loss, and the augment for it is lame as well.   Loki is not a medic, he is a master of deception.  

    My fix: I have 3 ideas to make this useful. 

    1. When you switch with an enemy, shapeshift loki into that enemy, and make it so that you do not alert any other enemies, because they think you're one of them.  Allow him to walk through sensors, cameras etc and not activate them or trip lasers or any of that, basically a spy.  You could have this ability break when you attack, or what would be cool is let you do stealth takedowns without breaking camoflauge unless you're seen killing.

    2.  Let you possess the enemy you switch with.  So instead of trading places, you teleport "into the enemies mind" controlling them, where you can or cannot attack (doesn't matter) but you can move around as the enemy unit without alerting others, and at some point you can THEN switch places once you've moved into the position you want, or just burst out of the enemy with an aoe damage effect or something.  This is similar to #1, but I think is more interesting, perhaps the warframe could remain vulnerable and detectable just like when you activate operator mode.

    3. THE BEST idea for switch teleport, imho, would be to give him a health percentage swap with the enemy/ally he switches with.   It would work like this, you're getting blasted, you're at 20% of your max HP, but you see a big heavy gunner or ancient running at you with 100% HP, you could swap places with him, and swap HP %'s.  So after you switch teleport you would be where the enemy/ally was, with the percentage total health they had.   This would be useful for saving allies who are low when you are max HP, where you could quickly invis (or if you were invis already) or swap and do a radial disarm.  This also lets you play a risky gamble tactic against high level tanky enemies like Bombards, where you could deliberately attack in the open, get low on health, and then swap them, get your health back, while significantly weakening the tanky unit. Or even use this with a decoy for a quick heal. Of course this shouldn't be allowed to be used on bosses, and you might have the % HP just averaged between the two if you use it on an ally or something to prevent abuse. But I think this adds a very skill based use of switch teleport to an otherwise boring frame where you just build for duration and spam 2.

     

    Decoy

    Okay, decoy pisses me off.  It's weak, doesn't last at higher levels, and alerts enemies so you cannot get stealth takedowns or get stealth kill affinity multipliers, because the enemies are put in alert mode by the decoy. 

    My fix:  I have 2 ideas to fix decoy.

    1. Give decoy some benefit or buff to you based on how much damage it's taking.  It could be something like you gain ammo based on how much it gets hit, sort of like you're recovering all the bullets shot at the decoy.  It could be health gain, or energy gain, or armor gain, or maybe it refreshes the cooldown on your invis or something.  It could even proc a corrosive status on enemies that attackk it so they're easier to take down.  Or even when decoy is killed it does an AOE effect around it that resets the alert state on enemies, so they become calm and un-alert again.  Or maybe make it when you switch teleport with decoy it explodes with the calming effect and sends enemies back to un-alert status.

    2. Decoy should allow you to still commit stealth takedowns on guys shooting at the decoy, so long as they don't see you take down their dude.  So imagine you have a column of grineer approach you.  You plop a decoy, bullet jump up and over some cover, and get behind them.  They are shooting at your decoy, and you start from the back of the column with stealth takedowns, and work your way up.  If you takedown someone in front of someone else, that guy gets alerted to you and attacks you and you can no longer stealth takedown him, right?   But the fact that decoy destroys one of the only real benefits of using loki (stealth kill affinity multipliers) is really really dumb and frustrating and does not flow well with the gameplay.

    Invisibility

    This is fine, I wouldn't change this, unless you're making it sync and co-ordinate with changes made in switch teleport or decoy.

     

    Passive Ability, Extended Wall Hang

    Really DE? Really? I know it's hard to creative for such a long time, but really?  Why not add something like silent ranged weapons always crit whilst wall hanging, and wallhanging is extended.  Just extending wall hang is super lame.  Wall-hanging and double crit'ing whilst undetected?  SUPER FREAKIN AWESOME and THEMATIC.   That's an easy one.

    What do you think?

  16. Hi Everyone. 

    I was thinking of a new enemy that would make Grineer more vicious in squads.  Like the Nullifier field for the Corpus was a giant salt mine and added some difficulty and dynamics to fights with Corpus, I felt that the Grineer were missing a similar keystone sort of enemy.  I believe I have the killer concept for this role.

     

    Much like the Corpus keystone unit, the Nullifier, attacks a warframe's main advantage, aka it's Abilities, I believe the corresponding grineer unit should attack another of the Warframes key strengths, it's mobility.  The idea for the weapon is a sort of gun that weights down the warframe.  It would shoot spikes that lodge themselves in the Warframe, and these spikes would be connected to a 'Ball and Chain', much like a classic cartoon prisoner would wear around their ankles on a work site, to keep them from being able to flee.  These 'Ball and Chain' projectiles would fit the Grineers Slaver sort of theme well I think.

     

    Each successful hit on the warframe would attach a 'Ball and Chain' weight to the warframe, and reduce it's movement speed, bullet jump distance and speed, and roll distance, and after 2 or 3 are attached to the warframe, remove the ability to double jump.  It is basically like playing with super gravity on, but only for the affected warframe.   Unlike the maggots or attaching rollerballs that you can destroy with quick melee strikes, these  'Ball and Chains' would drag along the floor and behind the warframe, slowing it down, reducing its  mobility, and it's ability to dodge grineer firing squads.   Since the main grineer tactic is mass supressive fire from a large number of troops, this would be a force multiplier for a grineer quad that successfully entangles a Warframe. 

     

    I believe to increase difficulty, these encumbering projectiles, once attached to the warframe, should have to be Shot Off with a primary, secondary, or damaging ability.  The 'Ball' of the Ball and chain should drag far enough behind the warframe that you can hit it with some quick aiming, and not be too annoying having to stare 100% straight down at your feet. 

     

    When the player finally gets to use this weapon on non-warframe enemies, it would be a simple stagger/stun/knockdown effect on a successful hit on an enemy, with an increased recovery duration for the non-warframe enemies, giving you time to use a melee finisher, or line up a doubletap headshot while they lay on the ground. 

     

    The  gun would ideally have a slow rate of fire, and a mag capacity of 4 or 5,  like a hand held ballista or something. 

     

    My name for the weapon would be something like Slavelock, or Slav-lock, or Bolla-lock, or something like that.

     

    What do you guys  think?

     

     

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