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WARGAMES

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Posts posted by WARGAMES

  1. destiny could be very fun, but needs more info how it'll actually work.

     

    I for one am still waiting on more from RSI.

     

    until warframe gets more interesting updates I think I'll continue game hopping.  I think the ball has honestly been dropped too often now if they don't get more new players coming in. but I keep dropping in to see what's going on. 

     

    hell a few I know jumped the bf4 beta which is basically bf3, again.  that's how bad the grind and repetition got.

  2. bored of the same mechanics of the game that I play other games and try warframe during patches or wait for a good patch.  namely grind and 2nd not that interesting after you've played it to death. but I wait to see updates in hopes of the potential to come out of it.

  3. I've got no inherent issue with adding better differentiated passive stats, but I think this does more for making the weapons interesting than it does for making them balanced. As I've said elsewhere, the last thing Warframe needs is a tiered weapon system. Just look at the general reaction to Prime versions of existing weapons. Why do I bring this up? Because adding passives like 100% multishot or armor degrading damage to whichever weapons lack passives sounds like a plan ripe with opportunity for making some weapons arbitrarily better than others.

    Instead, I'd suggest balancing all existing weapons statistics-wise until they can be more or less grouped into a single tier... and remove mastery rank requirements for using guns. It's an inconsistent and pointless system. Instead, add passives to weapons like you suggested, but sort passives into a sort of skilltree that can be applied to any weapon (separate trees for primaries/secondaries/melee) and tie access to that skilltree in to mastery rank. Give small bonuses. Not anything as ridiculous as a passive 100% multishot, unless something like that would disable the ability to fit that weapon with a multishot mod. This way you get a consistent and definitive benefit to ranking mastery, and that serves as a means of pushing weapons you use into line with other weapons through player-driven customization.

    and I like your's as well, largely because this is closer to a balanced state and allow variety.  perhaps the passives could be different for some weapons to give them additional balance.

     

    let's say between the akboltos and twin gremlins.

    akboltos could have:

    drunk dart board: same area repeatedly deals bonus damage  scaling 5% up to a maximum of 50%.

     

    twin gremlins could have:

    angry grineer handyman: the closer you are to a target, increased crit chance from 0-100% and puncture from 0.1m-1.0m, at a distance from 35m and scaling down to 10m

     

    of course more than that but, just adding to it.

  4. this topic. that video.  that is warframe.  and yes bosses nee dto not have that invulnerability, and I agree on krill and ruk since it's not like vor's $&*&*#(%& regen bubble.

     

    if we're gonna have it be action as warframe is meant to be, bosses shouldn't have that if we can't.  so we can actually move and fight where strategy and reaction enable more for us.

     

    also, lol that guy on speed farming.  no we don't want that.  we want bosses to take more strategy and not just oh it's invulnerable.....wait.....wait....ok now fire.  yes it would speed things up, but it'd also lose that clunky feel of some A****** driving in front of you that keeps speeding up, slowing down and/or stopping.  because I hate those people.

     

    I mean hell, we could have certain warframes make specific bosses easier because of x or y mechanic in one or more of their skills.  THIS is what I think more want.

  5. I wasn't one to rage about the costs and some issues, but I did think they were awfully $&*&*#(%& in how expensive they were.

     

     I don't care how many problems warframe has, sheldon and co, keep going and I and others will keep coming back to see what you have put in warframe down the road.  you're still putting publishers to shame, that should be a thing people acknowledge.

     

    still waiting to dare see how armor/damage 2.0 turns out, patiently mind you.  this is a big factor and I hope it's looked over a few times.  hell, maybe even get community feedback on the function it'll have before release.  yeah it may become a S#&$ storm.  but those who actually give criticism and voice their complaint and/or opinion, will at least give it more of a shot than others.

  6. even if changes are coming to help us, I do agree this is why people will continue to dig up info if we have no numbers from DE.  because at the core of it is: how LONG will it take them to cover this issue (insert issue)?  for most anyway, which is why people have to find a way themselves.  I'm not so sure it's a nerf though, as I'm starting to think some drops are set to keep them rarer at first then they "listen to the community" and slowly buff the drop rate, except the latron piece.  which was possibly an accident, as they do make accidents; hopefully on that and others.

     

    what would tell us more is HOW they do things that caused x or y super low drop or if they just picked that number for the sake of keeping things rarer at first.  we'd at least get an idea how they do things and whether it was an accident or on purpose because of how ever busy they are.

     

    besides, if I don't like it I'll play other games for awhile and hop on warframe so often if for the daily reward and wait for the others to get the same points across.

  7. a lot of mods that don't do much really cost too much.  this is one of them especially for 10 ranks and what it does.  what'd be nice is if picking up energy, while it gave health, it also gave another effect such as: restistance to poison, armor, bonus temporary hp, resistance to knockdown and or slight hp regen.

     

    a health orb would in turn give energy and another effect such as:  bonus shields, shield regen rate, slight energy regen and or resistance to stagger

     

    more of ideas to make it more handy and make the orbs do more than that.

  8. Credit grind is ABSOLUTELY terrible right now. How do you plan to balance credit gain so it is viable for people who don't commit hours to Warframe in order to keep afloat? Personally I played roughly 16 hours at U10 release and I barely have enough credits to sustain my modding let alone new content with their inflated prices.

    Any plans on making rare drops more balanced so that even the most unlucky player will get a rare drop after x amount of time playing? RNG seriously stinks sometimes I have played the entire weekend and no Power Throw or Whirlwind still.

    credits are rather easy if you have a decent weapons, mods and or warframe on a fast higher level planet mission.  or bum rides and help people with void keys.  easy 17,000-70,000 if keys  or around 8,000 on some pluto missions if fast enough, usually capture related.  I'm just lazy so I go broke trying things out while my friends may have 2million+.

  9. after the armor/damage 2.0 when will melee weapons get adjusted so those dark sword users who use it just because it's their favorite, actually see that rare sword is actually useful.  or more or less, melee weapons in general so it's not just orthos orthos orthos orthos orthos, for more variety.

     

    the other is, when will enemies get an improved AI to be more interesting?  if they know where you are, to better use cover, crouch and move as a team to even single tenno out.  this may mostly be for grineer, but corpus too.

     

    also exp wise, when will corpus techs reflect upon their beefy hp/shields to give more then the standard crewman? at least that of a yellow moa.

     

    the other is, is anything being done so enemies aren't so easily killed by powers, as some have suggested.  that some enemies protect others to nullify tenno abilities, to either enhance themselves and be immune to abilities if use don them and/or dispell in-use powers over a select range of their allies under their healing effect.  just so enemies may have to be selectively hunted down before powers are used with reckless abandon to wipe out all of them.  you know, where tenno have to actually think and be afraid of what they just instigated on that heavy grineer who is now killing novas.

  10. I thought it'd be plain as day that if: serration any rank -> primary weapon = cannot put in primary and sentinel main weapon.  as it is taken into the mission on a weapon already.  

    how I see it: serration/whateverdamagemod any rank -> primary/secondary weapon -> in any primary/secondary weapon it's able to fit into as if a saved variant.

     

    I guess I'm still bugged and able to put them on my sentinels while using it on a primary/secondary, not that it matters.  if it's a bug I'll swap them off the sentinels again.  but I did once and was able to put it back on so, I dunno.  does someone have an official word? I'd like to know.

  11. Phenom II X6

     

    almost no noticeable improvement on my rig. around 1-2 frames improvement on Fraps.

     

    but has bugs. The notification area becomes invisible after a while. you know it's there bec. when you hover where it use to be you can still hear the audio cues but not clickable. you have to re-log to get it back.

    does this include random alerts not being visible? I got this randomly last night.

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