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imaxium

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Posts posted by imaxium

  1. Actually I feel like there was a stealth-patch for the normal pickup-range. When running without a carrier you don't have to be that precise near the drops any more.

    I feel DE already addressed this topic. I can attest to this as well ^^. Before you had to be exactly on top of something, a good example were crates, stuff often got stuck behind the crate, so u had to jump on top of the crate to grab the loot. Now if you smash a crate, ur mini vac sucks everything up. :)

  2. First off, the Infested is my favorite faction, but it needs some love.

    This post is more aimed at defense/survival missions.

    My goal here is propose some balancing, make the infested more melee only viable, and kinder to solo players, while keeping the infested challenging. Now I'm not asking for a "OMG NERF PLZ", but the infested need some balancing with the new features and buffs. I like the way infested are headed, but I dont want to see my fav faction ruined.

     

    I want to say that I play solo mainly, frequently do DS missions, & have nothing potatoed. I use to often solo, & use mainly melee on DS missions on Eris, Pluto, & Ceres before U14.

     

    1) First and Foremost, the infested NEED Medium units. Currently there's basically only light units/normals & Heavy units.

    Consequently, you end up with way too many Ancients spawning on defense/survival missions. Imagine basically having Lancers & butchers with a ton of Napalms, bombards, & heavy gunners with auras (not cool).

    We Need Medium units like seekers, eviscerator, Hellion, Elite crewman, Railgun moa, anti moa, etc. Units that you should watch for but arent so heavily armored. These units would have health above the normals, but less than normal eximus's.

    I know theres the new unit coming, but thats another Heavy if not super heavy. Even more so why we need more medium units and less heavys.

     

    Ancients should now be tried as Heavy units (not a medium heavy unit), and play a supportive role.

    Before U14 the ancients were an in between of med&Heavy, in spawning, health & damage, and charged you with a knockdown that allowed normals to swarm you.

    After U14 the Ancients are tanks(more damage resistance & health), supportive, have a pull, and spawn slightly more. Ancients are now fulling two roles. I feel they should fulfill only one role, becasue currently they are overpowered by being both.

     

    2) I really like the idea of making Ancients a Heavy supportive unit, it makes sense. However it needs balancing.

    1: Ancients should have a lower spawn rate (similar to other faction's Heavy units)

    2: Auras should not stack or at least have a cap thats not 90% damage resistance. More like 50-75%

    3: Auras should replace Ancients previous abilites- Mag proc from a Distruptors attack should be removed. It should only steal an amount of energy. No one likes a complete energy drain. Using warframe abilities is what makes this game fun, why rob that from players. Its not a challenge, its annoying.

    Healers should not have radial pulses now that they heal from linked units taking damage. Why? because multiple Healers together makes everything Extremely hard to kill, esp on a high level solo defense.

    4: Ancients should move faster ( akin to Heavy Gunners walk&run), not charge, and rely on Pull for getting close to a tenno.

    5: Pull should be its long arm, not a hook, and it's distance should be reduced (a little) to reflect its arm (with current distance they would need a Mr Fantastic arm)

    6: Disruptor aura's damage reduction should be reduced a little, or have a weakness (like enemies are now vulnerable to electric when in aura). However I DO NOT want to be forced to use an elemental damage every time I run an infested mission.

     

    The infested should be about the numbers. Strength in numbers, not enemy types. I view the infested as the zombie/zerg of warframe. It should be a slaughterfest, but still challenging. How is this possible? Look at L4D. A crazy amount of zoms with a few specials mixed in. I would like to see ancients fill the role that Specials fill in L4D, specials are priority targets, deadly, and to be feared, and spawn at just the right rate. Ancients should be the same.

     

    They should look like this

    VWwt3vT.jpg

     

    Not this

    FOzZYy8.jpg

     

    Warframe is about having fun, and being a powerful demi-god slaughtering hordes, and then gets harder as you continue on in time/waves. not a hardcore challenge game right off the bat.

  3. I wanted to bring back the "chart" of "starchart". I like the new UI, but granted it has its flaws. I miss the sense of progression/direction and accomplishness of unlocking nodes the old starchart presented.

     

    So here's a VERY rough sketch of what the new UI Nav system would look like. Its a first draft idea meant to stark other ideas/ be polished, opinions appreciated.

     

    pjf11ES.jpg

     

    The starchart has two paths that rap around the player's warframe.

    The grey rings would be like the old system (very thin) or none existent (I mainly put them in to give me some sense of depth)

    Derelict, void, dojo are kinda oddballs. I just put them in those places just to fit them in. My idea with them that they could on the outer rim like the old system (aka anywhere)

    Phobos is kinda hidden behind the warframe at the moment, but you would be able to rotate the Entire thing like the current ring.

    Planets could be somewhat relative to size

    I tried to arrange the planets distance wise from the player as they are in real life (pluto being further away & mercury being close), but thats a little hard with the progression system

     

    For the planet view, I really like the idea posted in this thread: https://forums.warframe.com/index.php?/topic/268699-a-responsive-immersive-planet-view-images-inside/

  4. Before U14, infested we're my favorite faction to play because you could basically go melee only, and have a slaughterfest. Only Occassionally, I would get stunlocked but that was usually 15+ minutes. Also, dark sectors were a lot of fun, to me the infested was a blast.

    Keep in mind I play solo, don't have anything potatoed, and was able to do Pluto dark sectors mainly melee.

    After U14, Solo defense on Ceres/Pluto with the new ancients is ridiculous. I don't even bother staying past 5 minutes bc the ancients make everything extremely hard to kill.

    I like the new changes for ancients, but it needs some work.

    1: the pull should definitely be it arm stretch, not a hook, and it's ranch should definitely be reduced.

    2: the disrupter ancients should ONLY steal an Amount of energy on long arm attack, not both proc and steal. Mag proc should be removed, aura should be essentially a replacement for that. Mag proc is death on solo.

    3: auras should not stack.

    Overall the infested need more enemy variety, currently u basically have 2 enemy types, normal and heavy. Normal ( chargers,leapers, runners, etc). Heavy being ancients. Its like keep the spawn rates the same, but for Grineer have only Lancers, and Heavy Gunners spawn. Where are the medium level?, like charger exmius health wise. An in between of ancient and charger. I know there's the new unit coming but that just adds a another Heavy. I'm thinking more like grineer hellions,seekers, corpus railgun, elite crewman etc. medium level enemy's that aren't priority targets but are still something to watch for/target.

  5. I understand what they are trying to do, but this is kinda ridiculous. Not liking the sniper ammo pool idea, I feel my go to Penta (since i play solo) will be constantly dry.

    For those saying just use mutation:

    Forcing weapons to use mutation is not cool, because those who don't have it (like me) the weapon becomes useless, and even more so if its unpotatoed (not Everyone potatoes EVERYTHING).

  6. I was recently changing some of my color schemes around and noticed that the previous picked color for Nova's energy was mixing with the current color picked in her jets.

     

    The previous color here was Shamrock blue/purple and the current is the Classic middle red as shown in the palette. However the colors are mixed.

    kXahZv0.jpg

     

    When you exit the arsenal, the helmet jet corrects itself, but the back stay mixed

    NSFpvzW.jpg

     

    If you enter the arsenal again the colors will be the current red, no mixing.

     

    But Dang! I so wish I could keep that mixed color as my energy! It looks So Cool! Could we have color mixing in the future?

  7. All good points. I still don't understand who decided to have kubrows bleed out at 3 seconds?! It takes 3 seconds to even notice that ur kubrow is bleeding out.

    Why isn't the bleed out the same as a tenno 20 secs? Or at least half the time of a tenno 10s and have loyal companion be close to the same stats as undying will but go up 50% at max, not 42%. That way max bleed out is the same as before 20s-ish but u would at least have some time to react when leveling it.

  8. I like the idea of having to go somewhere to either bump or sell or whatever your kubrow; something like go to the player hub, then go to some place/merchant and sell it. However I don't like the idea of a quest continually doing a quest every time to get rid of a kubrow wld get annoying.

    I think the vote to kick is a good idea, but it would also suck to get kicked because you forgot to switch ur gear/ have a bad run.

  9. So I was doing a T1 MD and on my way to extrtaction I took an elevator down to this secret Hall. You have to step on circle buttons to open up the next door/wall. However I couldn't figure out how to get this wall open:

    G1OOTxc.jpg

     

    Here's the area before the door ( the yellow's lasers, and red arrow is where i was standing in previous pic)

    0yJNARm.jpg?1

     

     

  10. Nearly ever time i play an earth defense with infested at least one charger gets stuck in these two areas

    zjLZCbn.jpggmtg2iN.jpg

     

    I dont know if its because I play solo and stand on a high spot or what

     

    also Volatile Runners will often get stuck/ just stand there at these two areas

    siHlS55.jpgJZ7JBOO.jpg

    (i know its charger in pics but vol runners get stuck there a lot)

     

    Sorry if this has already been posted.

     

     

  11. The Lecta and dragon nikana are clipping on Valkyr in the arsenal. 

    V5AJ6PI.jpg?1dZnkmxW.jpg

     

    Phage clipping on Valkyr's back

    uXFOs3z.jpg

     

    Head clipping with loki and volt

    oj0dVhw.jpgYCKzIzQ.jpg

     

    Prompts bug with objects/warframe

    zKXBSFA.jpgDxB7LJ6.jpgpFrtR05.jpg

     

    minor bugs in mod menu

    xqnXwmZ.jpgNPVZRtj.jpg

     

    Cant click on market menu titles (featured, warframes, weapons,..) to go back to that title's first page, have to use esc or click on for example warframes than weapons

    Cant go from this menu..lYSp8FM.jpg

     

    to this menu with one click..NJ30wwF.jpg

     

    Shifting/motion in mods is exaggerated 

    Also clan emblem bug

    wkQ4lXJ.jpg?1TQ1nfYB.jpgbPbaJc1.jpg

     

    Codex can be seen from behind market image

    RxEk7fi.jpg

     

    Helmets overlapping in codex

    wnru2Ys.jpg

  12. I agree with the DEvs that the trophies should be just for the top echelon in whatever event but I do like the idea of plaques or banners or something to show a clan has been involved in multiple events over time giving them a more solid in-game history.

     

    I think with some minimum requirements for clan participation it could work.

     

    Even as a member of a frequently 'winning' clan I'd like to see something like this. Banners with dates on them in one (or many) of the clan halls.

    Was thinking the same thing. Banners with the event symbol on them. Just Something to show participation.

    Sad this was pushed off so quickly, I hope it's reconsidered.

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