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Katze127

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Posts posted by Katze127

  1. I think the main point of this update is, how you can control and trigger your combos individually without making moves you don't want. For exampe: before the update, if you pressed E more than three times, then you flung over the enemies. Now that won't happen, unless you directly make that combo.
    And I can say, this works fine. I really enjoy the combos in this new phase, and I like how fluent the switching between combos. Also it's nice, that you can do the RMB combos while the rifle or secondnary equipped.
    Of course, some combos and stances need to be reworked after this, because it clearly visible what DE did. Just simply pull apart the combo fragments into several smaller, looping parts, so it's still far from complete. I tought the new melee system will be trash, when the phase 1 was released, but after the phase 2 I think, it will be really easy, fluent, and badass when it's finally completed.
    Albeit some weapon (gunblades, glaives, etc...) need some revisit, because they aren't simple enough to fit into this small scheme.
    8/10 so far.

  2. I think you are right, it might be the lighting, because in the Venus maps he seems more like in the darker tone, because of the blue lighting.
    Still, I feel like his skin tone is a little brighter than was. Maybe DE will patch this out and make the lightings a little smoother than that.

    ps.: Also I don't know what do you guys think, but since the latest updates the game starting to be unbearably flashy.
     

  3. Hi! I know it's a trivial thing, but I feel like after this update my operator's skin colour is a little different now.

    Then: (with a bug what cause they look like they are sleeping) he is a precious boy.
    rG2JueD.jpg

     

    Now: As you can see I use the darkest option that we have, and he now look like a nutella boy. Still precious, but also look like nutella. I don't know if it's a bug or intended.

    k5Q7SEE.jpg

  4. 1 hour ago, rand0mname said:

    And most of all, I do hope that Alad V latest endeavor will be his last one. I mean he have been vivisecting Warframes, poking at Infestation and now splices Sentients with MOAs... how he is still alive?!

    Call me crazy, but after curing him, and guided by him I really want an Alad V redemption finally.

  5. Okay, I played enough to have good suggestions, and examples why the new melee don't work well.

    So first of all, the problems:

    You are now forced to use your stance instead of the old Quick Melee (QM for now) system. You guys wanted to make the gun and sword play more fluent, but somehow it just more like against the flow than everything before, because the stance contains halting or unexpected moves. Not to mention, if the combo animation is still going you can't switch back to your weapon.
    Compared to the old QM these situations consume more time than the little animation when you stoped using QM.
    Oh right, animation. As someone who have some knowledge about animation it's just pain to see the way your weapons just pop up in your hands after pushing a mouse button. Looks super clumsy and cheap for me. Why you want that? We can get back to our weapons with 5 buttons by accident. With QM you still had that flow advantage, you just pushed the E button, sliced them up, and automaticly get back to your firearm.

    Now let's see that from reverse. You just want to slice up something, but use your firearm after that.
    NOPE. You forced in the stance/combo thing. You just can't stop the combo, and you are forced in the animation.
    It may be not a problem if there is a lot of enemy, and your stance don't make unnecessary jumps. However, if you focus just one target, you can easily jump the target over, halt in the middle of movements or just start spinning away. Of course, there is a plenty of melee weapons what have a good stance and combo pack for a single target, but what abot the other +20 melee weapon? Not to mention if you don't want to combo you must slide while slicing, and this is a potential for a repetative non-stop coptering era. The unique melee based Warframe abilities also looks clunky and buggy.

    Now let's see the Auto-Block and the Bugs.

    Why together? Because Auto-block almost always hold hands with some kind of bug.
    When you use melee you go to melee mode. That's okay. but after that, problems start happening if you have a lot of enemy around you. Auto-block lock you in blocking, or halt the holstering with blocking. Auto-block also make Gunblade and Glaive usage a painDue there is no manual blocking you can't use a lot of stance and combo right. Some weapons unique ability is gone. (Ack & Brunt, Glaive etc) Toggle chanelling also have some flaws, but I won't speak about this now.
    For the bugs... since the rework I can't use Void Blast in operator mode. It just don't work. Some other people also have this problem, but majority of them don't.

    Suggestions:

    • Auto-block must be gone, or at least should be toggleable in the menu, because it's clearly make more problem than anyting.
    • There should be a "lock on" to melee mode, where you can use your melee without randomly swap back to firearm.
      This mode should contain the old system elements, by using mouse to block and channel, also we should get back melee aim glide.
    • For the ones who have problem with stances/combos there could be 2 solutions. The first is, have the old and new melee system toggleable from the menu.
      The second is a rare umbral stance mod, what makes your weapon stance and combo free, but still give the bonus like the normal stances.
    • Animations instead completly gone, they should be twice as fast, so it wouldn't be so awkward like it just pop in your hand.
    • Some unique Warframe ability shouldn't be affected by the new changes. Mostly I speak about Valkyr's Hysteria.
    • Enable control overlap to let different modes work, because some of the melee players must choice between fire button or melee button. 
    • Fix the bugs.


    Well, thank you for reading my long post. Hope you guys can agree with this, or improve this.

  6. I like the idea about the quick melee, but it feels really unconfortable if you think about the lack of bullet jump, manual blocking and the difficulties with channeling. Like, really, you need a new keybind to channel the melee? I appreciate the work what you do with this game, but sadly this is the exact example, when you want to fix something what's not broken, and that makes it broken. Not to mention the lack of animation when you have melee in your hand and when you press the mouse button the other weapons just suddenly pop into your hand.

    Edit: I almost forget. I don't have motion sickness but the new shaking animation make me feel nauseous.

    • Like 1
  7. 33 minutes ago, Steel_Rook said:

    ...

    And just to add an extra cherry on top, my suspicion was proven true. Non-interactive Corpus lockers - broken ones used as map props - don't seem to have been updated to the new models. I just randomly came across a few:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1596867768

    https://steamcommunity.com/sharedfiles/filedetails/?id=1596909818

    That's just make the point clear it was totally uncalled and unnecessary.
    Also, the new one looks like some LEGO brick.

    Please, DE if you read this, we don't want to discard your efforts, but please, if you really want this new Corpus locker so badly make it Fortuna exclusive, because it ruins the other map designs.
    Also, I always found iconic the old Corpus lockers, like I saw them somewhere and I was like "Yeah, Warframe!", but with this... the whole magic is gone.
    I see you guys now have some issues with graphics and design, and you also deserve to lay down at the end of the year but please, let the Corpus lockers be. They were perfrect in the way they was.

  8. 1 minute ago, Naftal said:

    It doesn't force you to do anything. Unless they make it +300% str for one frame and -300% str for every other frame. Unless everything else become unusably bad, it's not forcing anything.

    True. That's why I used quotation marks. It would be exciting if the arbitration worked like this, in that case, they would add one primary, one secondnary and one meele +300 not just one single weapon. Well, I guess this will be change over time, its quite flawed yet. I wonder when the Trials will come back.

  9. 4 minutes ago, Handstamp said:

    Loki can induce stealth melee multipliers and disarm literally everyone. Thanks to disarm's range, disarm can boosted into a silly map wiping nuke with the proper team composition. And thanks to his teleport, he's absurdly quick. He might be incredibly simple, but he's still a fantastic frame.

    I agree with you. Btw, I didn't mean it like the Decoy should instakill the enemies. 😄 So yeah, I know what are you talking about, but still, its laughable if you think about Mirage.
     

     

    3 minutes ago, Naftal said:

    There's a better argument that the RNG str and damage bonuses for Arbitration should not exist.

    First of all there's only a handful of frames where it really helps and the mode is supposed to be hard. It doesn't make sense that if you're lucky, it'll be easier for you and your squad. DE should remove this feature from arbitrations completely.

    You got a point, but at least it "force" you to use warframes and weapons that you almost never play, it makes you more adaptable. So I think its not a completly bad feature.

  10. He was my starter too! To be honest, Loki Prime is my main, that's why I got excited when I saw this alert.

    I love him, he isn't the strongest, but I always can solo most of the sorties with him.
    I think that makes him even more special, he need tactic and swiftness to play, not just press 4 to win.
    But its still frustrating, like he is completly forgotten. I don't want a full rework, because I think all of his abilities is useful,
    but you know, its kinda frustrating that his 1st ability is completly useless.

  11. So I saw the hourly arbitration. It said +300% damage Loki.
    I was wondering what if I give it a lot of strenght mod. Will it do something?
    But... no. Of course, I would knew this will happen since Decoy doesn't have a damage in PvE, but really... why?
    It just shoot around with a Lato, why don't you give him some damage dealing? Even Mirage's Hall of Mirrors deal damage, so it wouldn't be too OP.
    Decoy should get some buff or rework, because its just pathetic.

  12. So, there is a Hungarian folk-pop band named NOX, and when I fight with the Nox troops I always remember to the band...
    And I just can't take them seriously.
    So, I made a little something for fun.

    The lyrics in english:

    Spoiler


    Summer came in my heart again
    Full of flowers all around
    The most beautiful one I put in my hair
    So they can see, I already got a lover.

    In my dream, so I desired-,
    Alone I was always cold
    A beautiful fire burn in me for you
    Forgot all my tears.

    Embrace me a hundred times!
    Seal my lips with a kiss!
    Love me a hundred more times!
    How could I love someone else?
    Embrace me a hundred times!
    Would fall in a sweet-wonderful sin
    Love me a hundred more times!
    How could I love someone else?

     

  13. 5 minutes ago, krawinoff said:

    I guess it’s okay if tornadoes stay the same, but I'm still sure that they need at least some QoL changes, because it’s hard to shoot a ragdolled enemy and the damage that is dealt by tornadoes is just not enough even with applied procs.

    Not every 4th ability meant to deal big damages. Tornado is a perfect solution, when you are surrounded with enemies, and you want to help a downed ally, or defend the interception/defense areas with a fast and effective, but temporary solution.

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