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Toztman

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Posts posted by Toztman

  1. Hello,

     

     

    So, I finished my akstiletto some time ago, and it has the same problem as every fast-firing secondary: you run out of ammo very quickly. The problem: The static reserve ammo pool that gives you the same reserve ammo for every weapon, which is quite lame. 210 reserve ammo for twin vipers is just not enough, even with ammo mutation.

     

    While you can fire for hours with brakk, bronco, or tysis, other weapons eat up all your ammo in less than a minute while dealing actually lower damage than some ammo-eficient ones.

     

    The same goes for secondaries, why does penta have a more than 500 reserve ammo while other weapons have not enough ammo to sustain in a survival?

     

    To solve this, I would say give each weapon a different reserve ammo count, and make ammo pickups restore a percentage of this count instead of giving us a fixed number.

     

    Ive brought this up several times in the past.  Each weapon needs to have its own ammo max and like you said, drop pickups replenish a %.  Bravo to agreement.

  2. Can't remember all ideas thrown around at the moment, but this one is one that stayed in my mind and i wanted to give a bit of feedback on it.

     

    "Space Station Mission Hub."

     

    This sounds a lot like the idea that was mentiod in the interview about the original Dark Sector concept together with the idea of people being able to move around with their own spaceships... this gives me an idea for a thread.

     

    If this is true and you are really trying to get your dreams from back then done, i applaud you and i admit it does look more interesting and dynamic than the star map.

     

    HOWEVER, the beauty of the current solar map is that it's very simple and intiuitive. The new idea looks like you need to move around and go through a few extra steps just to get into new missions. If you are in a hurry or just want to throw yourself into a mission, this might get awkward for players.

    The Solar Map meanwhile still works as you sitting in a planning room and decide your next steps.

     

    So Mister Sinclair if you read this, please consider leaving the Solar Map as "quick travel" system in the game in some way. Like having it as central hub in the space station.

     

    A la CIC in Mass Effects Normandy ships.

  3. I remember reading that Dark Sector was merely inspiration for this game.  Dark Sector was supposed to be warframe but no publishers liked the idea back in those days so they changed it to waht dark sector is (was) now (then)

  4. personaly i find no problems with the hud, i feels like it fits with the futurists setting. the old hud for me just felt like a metta gaming hud, but this hud feels like it belongs in a superspace ninjas helmet. Although im a console gamer that only realy plays warframe on my pc. but once warframe comes to the X1 thats the platform im sticking with to play warframe.

     

    The style of the HUD isnt the issue, but the scale of the HUD and information groupings are the real issues.

  5. I think a list format would be a big boon for the mod collection scree.  This is a good idea of a way it could be organized.  This game has turned into  serious deck manager and needs the power behind the interface to handle the current number and ever-growing number of possible mods.

     

    +1 to topic

  6. Try to fight with some frames other than Rhino in battle without taking cover or running around like mad. Against horde of Grineer or Corpus in the corridors or open locations? Hm? Want to look at you, how you going to survive

    I play with Vauban a lot, and enjoy Nyx too.  Those are my 3 favorites.  You have to change your play style according to the frame you use.  Yes Rhino is the unbreakable wall but sometimes i like using tactical retreat and snaring enemies in traps.  If you want to play every frame like Rhino, then you are doing it wrong.  You don't need cover for a frame like Nova or Mag to be useful.

     

    Oh...and I stand behind stuff when too many bullets, just like Tokkobot mentioned he does.

  7. yes some posts with commons sense.

     

    First of all, cover is far too popular with current gen games and it is simply refreshing to NOT rely on it.

    Second of all, DE would have to rebalance the entire games combat systems, enemy behaviors to combat OUR cover.

    3rd, parkour would completely lose its usage.  A goal of this game is to have fluid, non stop combat.

    4th, levels would have to be redesigned to complement the system properly

     

    Ladies and Gentlemen, despite any good intentions and designs, cover won't be joining us here.

  8. If you don't want a cover system, don't use it. That doesn't mean new players who have to use it should be forced out in the wide open.

     

    Do you really think being able to hide behind cover will change this game so much Icarus?

     

    Yes it will. Cover-based games rely on totally different combat tactics.  Try to play mass effect 3 multiplayer or rainbow six vegas without ever taking cover on hard difficulties.  These aren't actually optional things.  The games that use it base all encounters around it.

     

    No cover system.

  9. Well first thing is to get rid of Bounce.  It is not  generally considered an endgame skill, just hilarious.  Add Focus to increase your bastille grab count.  You could get rid of tesla too really.  It doesn't do enough damage to a level range like that.  Forma those 2 slots to give extra passive boosts.

     

    In ODD Defense, put one vortex on each side with a staircase, right in-between the staircases by the benches, and both enemy streams from either stair case will get sucked into it.  You get near total control.

  10. The point of Clan tech is.. well... CLAN Tech. Clans will always have research labs. If you don't have a Clan, get one... handing out tokens to circumvent the need of a clan is contradictory to to the design of clan tech and dojo research in the first place. If you don't get yourself into a Clan then all i can say is: your fault, no clan tech for you.

     

    BAD idea.

     

    -1

     

    Very True point.  But due to the rare nature of the harvester, someone who isn't in a clan could be labeled as most likely a casual player, and therefore tossing a bone once in awhile I don't think is a problem.  DE tossed clan tech bones like the Ignis blueprint during an event before.

  11. 45 minutes a day for a single week is far from hardcore.

     

    Ehh?  You must not be in tune with the casual / hardcore player argument then. Id also like data saying 45 minutes was the average time each day it took to get 100 complete missions.  That is very dedicated to receive one digital item in one game.

     

    And truth be told, even the hardcore players complained about the grind.  It was a task that was very daunting to many, simply out of the time it took so no, only the hardcore did it.  Even if they were hardcore in mindset.

  12. you bet your bottom dollar I am gonna be butt hurt if people don't have to do 100 mind numbing missions to get it. That is spitting in every persons face who took the time to earn it.

     

    +1

     

    Gotta have legit incentives for the hardcore players.

  13. Dual wields should not be able to zoom and the reticle should go away.  That would help with balance and make sense since you cannot iron sight 2 guns.  Maybe the reticle stays but the accuracy is worsened to a realistic degree.  Damage should be identical, clip 2x and fire rate 2x and done.  What is with all this number ballet?!

     

    Just give dual wield the real world adv/disadv and it makes it is SOO much easier to balance.  It comes down to preference then and not these random crit chance applications and crap to decide.

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