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SolemArgentium

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Posts posted by SolemArgentium

  1. I like the frame but I completely disagree with the fact it's based on a dragon frame, a dragon frame being something so awesome it -should- become a thing however, I don't want chroma to be it. Chroma should be the infested frame we also (well, me at least) wanted, as it clearly fits that motif, from the appearance to the fact it adapts with different energy colours. Sure it's ugly, but not in an unappealing way, I'd find it quite awesome to rock it. But to take the place from a dragon frame?!? A dragon frame could look f'in proper badass, and it should be so.

  2. The kronen has NOTHING on the dakra prime, chiefly because it uses the stance of Tonfas whereas Dakra (and swords) have that lovely 300%+ dmg. Also if you notice despite the length of the Kronen's blade, you hold it in the middle giving it abysmal reach. Although as a note, I quite like how they look, more than a lot of other melee weapons, I just hate how they handle - which on another note is why people don't all just use the Dragon Nik after R8. Variety, playstlyes, just trying things for fun! I change what I use pretty much weekly but I'm currently running a 85% status Serro Electric-Blast build just cause it's freakin awesome. Weapons like that are fun ;P

     Also Soma isn't any instantly OP gun, you gotta put some Forma's in, regardless not my thing.

     Boltor is probably more instantly useable but has bullet travel time which might take your DPS off by quite a bit if you don't aim properly.

     Viper's are fun cause you tap your trigger and the mag empties.

  3. hehe, I've always like messing with all kinds of colours

    Kind of a sucker for anything of the premium things that look pretty...

    Also resolution (in terms of scaling) isn't that great since I'm on a lappy

    Flayed Necros

     http://i.imgur.com/Ce6eVM1.jpg 

    Oxidized Banshee

    http://i.imgur.com/xHicMF4.jpg 

    Royal Purple Ember

    http://i.imgur.com/xKdANxq.jpg 

    Banana Nova

    http://imgur.com/EIfnQZY.jpg 

    Purple Paladin Oberon

    http://imgur.com/FMxLtAO.jpg 

    Quetzalcoatl Zephyr

    http://imgur.com/DKvt9xk.jpg 

    Red Cross Trinity

    http://imgur.com/O9zKzcB.jpg 

    Toxic Warning Saryn

    http://imgur.com/gykYC29.jpg 

    Spiderman Volt

    http://imgur.com/hr6Qm4h.jpg 

  4. I like your ideas, but I am not sure sniping is viable in the current rooms and game modes.

     

    For snipers you need to find a place where you are not seen, but you can see enemies. This could be useful in some cases for defenses and survives, but in other missions you cannot keep your position waiting for enemies to walk through your view range.

     

    I like to use snipers, but for the moment I only use them to kill enemies from a greater distance, and because I do not really like charge type triggers.

      

    The best way to make Snipers feel useful is to increase the size of each individual tile in the game, to make long shots worth it.  but that's not going to happen, so...  Bummer for you, I guess.

    To address current issue with the sniper. Basically if we wanted the sniper to be useful in its current state, we'd want larger maps, but even then you'd run into several problems.

    Firstly bigger maps are unlikely to ever be a thing for several reason. Radial xp wouldn't reach the sniper user and he/she would be left out. On most game modes enemies only spawn a certain distance from players. Warframe abilities have a cap at 50m and almost all abilities (99%) would be never be of use. Moreover, because of the nature of the game you're never going to be of use from a huge range. Aiming takes time and whilst that's all fine and skill based, you're not going to be able to kill more than one target every couple of seconds and in a fast game like warframe that's a problem! Hitting weak spots will become harder with range as sensitivity increases and recoil would require readjustment after each shot. Snipers need to be at least useful in each of the maps at the moment (whilst possibly having some advantage at range).

    Multi target aiming kind of defeats snipers being challenge/skill based weapons. You just turned snipers into Ignis with long range and awesome dps.

    Id rather see something skill based overkill, where if you kill an enemy with a hit to a weak spot, they explode dealing any overkill to everyone in 3M. Stays skill based but also gains an in game role.

    Every sniper could have a different overkill mechanic. Ex Lanka = elec field overkill

    The multi target aiming thing would be some kind of lock on system and not like the ignis is any respect. You'd probably have to wait for a lock on and keep your targets within a reticle requiring some level of skill whilst being easier to do at range. There might also be a cap as to the max amount of enemies you can target at once. It wouldn't target weak spots so you'd still have the option to use your normal fire mode (and there you can have your skill). The idea that weak spots could now trigger special abilities can be implemented here, giving the player a measure of specialization as to what they want to do. They could choose to take use of either the auto aim or the procs on weak spot hits.

    As a note, I'd prefer something better than just 3m explosion as it seems like a rather lame effect.

    Another idea could be a two phase fire system, you aim at where you want the bullet to land - click, move onto another target - click (etc etc) then press a button and the sniper fires bullets at all those points at once - that'd be skill based and kinda cool, but it still wouldn't solve the amount of enemies killed per second really, more just a burst of high dmg. That's just another idea.

    On thought, a lot of different things could be done with ammo selection although please, no mod cards for this. Just craftable ammo packs which allow you to switch ammo, ideally in game.

    Also do something about Primed Chamber. If any of these ideas are introduced it'd be far too OP.

  5. A post from a sleep deprived mind

    In their current state, snipers are an obsolete class of weapon appealing only to a select niche (people who really really like snipers). There isn't any point in using them! Want high dmg and accuracy? You grab a bow. Want the same damageand accuracy but with quicker fire rate? Grab a soma. The sniper has no place to call home.

    What are the solutions? A quick skim of recent posts and people basically say buff crit/crit dmg/dmg/innate punch through. And in response to these people I say lame. Sure it might make them as powerful as the bow (and likely unbalanced due to fire rate and hitscan) but so? The sniper rifle's just the same as before, the weird HUD thing where you zoom and a lack of any feel of power besides that short pew. The idea of innate punch through makes no sense when just applied to snipers and if it were done questions could be raised why other rifles don't have It too. AlsoYou can make the gun viable with a quick changes to the stats but that doesn't do anything to make it more interesting. And here's my solution.

    -Firstly, aiming/that ridiculous HUD thing

    There needs to be an advantage to looking down the scope. Don't just say zoom because zoom is probably one of the greatest draw backs of the sniper if anything. By looking down the scope you should be able to see things that actually provide an advantage. Wall hacks, thermal imaging, weak points on the enemy or variations thereof. Get rid of that static overlay and provide us and actual benefit to using those scopes. Different scopes can have different things, maybe the vectors has weak points whilst Lanka has wall hacks? Choose your own idea.

    -Bullets

    A sniper can have more specialised ammunition, so why not reflect that? Ammo which detonates on impact or which splinters into other bullets! Innate punch through is also a thing I suppose it's just rather dull...

    -Firing modes

    One problem in war frame is a lot of the guns feel the same. I want snipers to be different. A smoke trail or displaced air tends to give a feel for the weapons power but we want something that makes the gun actually feel different. How to keep the sniper with the same stats yet make it effective an interesting?

    Meet multi target aiming

    Banshee hefty the Lanka to her shoulder as the chittering swarms of infested (who also suffer from being rather samey) scramble down the hallway. A tide of rending claws and sharpened fangs drawing nearer and nearer. She calmly looks down the barrel of her modified corpus sniper. In any other day she would be brought low, whilst a bullet could certainly bring one of the chargers down its brood mates on either side would take vengeance. They drawer nearer, feet scraping the steel grate of the grineer galleon, closer and closer - but no further. Down the scope of the Lanka the infested units glow from red to green as the targeting algorithms lock on. With a single discharge the rifle spits forth a hail of high powered ammunition in a split second, each aimed at a different target, each finding their mark. The hallway is still.

    Variations of this idea could be used, but the key things to take away is the ability to deal with more than one target at a time. They'd be aimed at the targets body and wouldn't actively seek weak points for balancing and to still preserve a level of skill to exist when using a sniper.

    I understand it'd be a rather complex bit of work to get all the programming done (well I thinks so anyway), but I'm sure you could adapt this idea to other weapons you dream up off (ie guided missiles of missile pod like things would be cool!), meaning that the investment in programming it could be used elsewhere. Also ITD MAKE SNIPERS FEEL DIFFERENT! They'd be cool and hip yall. Now Imma sleep.

    Pls debate away and improve

  6. Well for the things I agree with: 

    The blocking or more accurately the parrying, is quite a clunky and useless mechanism. Sure you get your one fancy combo move, and that one guy will probably die, but it's absolutely useless in most situations. It should probably be made more streamline such that you only have to block at the precise moment (as opposed to block and channel). Timing should still be important as it should require a level of skill. Counter to one of your statements before though this is an MMO this is also a fighting game. It's what make warframe unique, if you take away all the aspect that require skill (in the fighting sense) I may as well just go play a point and click game. Countering should also open up some much more impressive options like even another combo or at least something which damages multiple targets.

    Your idea for innate blocking might be a feasible idea but not just a percentage of incoming damage, even with 97% damage reflection I've never once done a noticeable amount of reflection and cutting it down further would make it just useless. On another note blocking itself is quite a useful feature and allows for survivability provided you place yourself properly. Personally I've been able to survive high wave survivals (aka 30min+) with only vigor and auto parry with nekros (and nekros is made of paper practically). Of course stamina mods are required for constant blocking. 

    As for channeling the idea of a button press is quite a reasonable feature with it allowing for added damage particularly on high damage end of combo moves which functions just how the devs wanted it. By making it a button press feature it adds further level of engagement into the game although perhaps a timed channeling feature could be added on top of that. But removing it from the game and adding a timed feature is really just making it easier in terms of your convenience which is ultimately - boring.

  7. My first contest entry! The original melee system was something that actually attracted me to this game, not that I don't think melee 2.0 will blast (carve?) it out of the water and dice it up into tiny pieces but it was a pretty cool system. Nothing better than watching your enemies limbs going flying into different directions c:  

    Nothing better for that purpose than the glaive since you can do it up close AND far away!

    d48tWe9.jpg

  8. The most you can do is make them creepy and hard to see, it's slightly difficult to make a player scared when you hit 4 and time stops/enemies explode/they burn/they get sucked into a blackhole/they disintergrate/they get swept away in tornado's/you have invincibility/you become invisible/EVERYTHING DIES

  9. Well I'm not too happy with arc traps based on the fact they aren't very Grineery at all, also it's more just taking the broken lights and hammering them down through hotfixes till enough people stop complaining and in my opinion isn't a very thought out plan. The lights are a bad idea, they aren't adding anything of real quality to the game. 

    I do think grineer should have some traps but more in their vein of thinking. Like manned fixed heavy calibre turrets which do tonnes of damage but have a slow rotation speed or perhaps some kinda of delayed trip mine type affair. Electricity isn't really their element nor would it make sense to waste such large amounts of energy on such devices. 

  10. One of the main annoyance is how it completely slows down the pace of the game, which is something warframe has going for it. It's tense and action packed, superhuman warriors running down corridors felling enemies like wheat before the scythe. Now what do I have? Brand new ember prime which I start levelling, got my shield mod on, walk through a door and BAM. Dead. Shields untouched but the little health completely gone. Now in every grineer tile-set we find said super warriors tentatively inching forward searching in fear, not afraid of the Grineer - but their broken lamps!

     

    Why would something like this be implemented to completely bog down gameplay and repetitively murder new players or frames. I enjoy rushing, I play with my friend and we charge down the halls as fast as we can trying to outrace each other whilst unleashing our alien tech upon our hapless foes. And now, even with fully levelled frames that isn't and option to anything besides a beefy warframe like rhino. I have almost no clue as to why these lamps were implemented as such, did you not play through a level without realizing how plain and obnoxious these traps are? With melee 2.0 around the corner isn't an obstacle that can only be taken out at range a little counter intuitive? Heck even with ranged weapons, how you are supposed to shoot a lamp around the corner of a door without it first zapping you is a mystery.

     

    The corpus traps serve a purpose and fit with the vibe of the ship, they're avoidable and a skiled player can still get past them without pause. Gameplay is unaffected and people are given the option of rushing in still (with risk of added turret fire) or slowly and safely clearing out the room. With the grineer, we suddenly have these magic tenno targeting broken lamps which deal unavoidable screen whitening damage forcing players to creep forward ( and sometimes that isn't even enough).

     

    Simply put, get rid of this terribly implemented idea and get back to the drawing board. If grineer are to have traps they should be...

    a). Balanced, the damage numbers compared to the corpus turrets have a wide difference, new players are disadvantaged by not having a clue what is happening nor any means to avoid them.

    b). Logical, why are there magic tenno targeting lamps in the first place? How do they work? If they really are broken lights why only tenno, why would electricity discharge into these organic warframes opposed to the @(*()$ metal Grineer in their @(*()$ metal ship (you made me a bit annoyed here).

    c). It shouldn't change someone's gamestyle or force people to work in groups. There are many different type of people who play in many different ways, some prefer to relax on their own whilst others like charging on ahead. These traps should be avoidable by some kinda of quick skill based decision (like you can jump slide through corpus laser doors).

  11. The dread looks really cool and the arrows reflect how the bow eviscerates enemies as opposed to pinning them to walls. Normal paris looks like a futuristic tenno bow, whilst the Paris Prime reflects how the bow was made by the Orikon (also in my opinion one of the coolest looking - but that's just me).

  12. I kinda like the bows the way they are (although thunderbolt could use a boost). I can normally top and team just with a bow since one shot kill to EVERYTHING is kinda a bonus. You'd especially find in high level def missions it's the bow user who thins out the ancients. It kinda keeps the bow in a specific role of combat, leave the hordes of grunts to the automatic fire of your team mates whilst you kill the hard hitters.<br />On the note of 'kebabing'. I have dread with all three elements (or two and AP) and average an accuracy off >100% so it clearly does work sometimes.

  13. Well, I should really be sleeping but a thought just occurred to me. We have a decent amount of in-game content to amuse ourselves with now. What warframe needs is different types of gameplay, at the moment it's basically charge a level, kill everything then leave-It's all to similar. Warframe would benefit greatly from more types of gamemodes with different feels to the level. Discuss.

  14. First let me say the only exclusive thing I have is the Easter Pallet. Exclusive content of limited time things should stay that way - That's the whole point of it being exclusive. And if you DO make it open to everyone then it looses its value, since it isn't exclusive anymore - just another dime among the dozen. I mean everytime I see someone using a Vandel I go, hey cool, someone who's been playing since before open beta. As for frost, it'd be 'Hey someone who helped kill some fusion MOA's during warframes first event'. Keep exclusive, exclusive. Quit your whining and wait 'till the next event where you can get your exclusive items.

  15. Dat English...

    Anyway void keys are -supposed- to be a rare drop. That way the DE can get money and fund this game. As far as drop rates go, you might want to do the harder defense missions (eris/pluto)however, the wave number you go to won't affect the drop rate too much.

    The dojo is so expensive to encourage large clans. It's basically part of the DE's vision for the game.

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