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ExperimentCode3

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Posts posted by ExperimentCode3

  1. This is my Idea for a support type frame inspired by the support class from battlefield and one of the operators from rainbow six siege. This frame will support his/her allies by buffing damage dealt, reducing damage received, and helping with ammo consumption.

    Passive: Ammunition picked up is increased by 10%, restores ammo to all weapons, and is given to allies within affinity range as well but only for the respective ammunition.

    1st Ability: Armored Rounds (not armor piercing rounds)

    This Ability will buff weapon damage for him/her-self and all allies withing affinity range for 1 magazine of their EQUIPPED weapon ( the weapon they are currently holding) and restore a % of maximum ammunition to the weapon. The buff will start at 25-50% and be affected by power strength mods, duration mods, and mods that affect affinity range. Power strength will affect the damage buff and ammunition restoration but the buff will never go above 100% additional damage and the ammunition restore will never go above 100% ammunition restored and will only restore up to the maximum ammunition of the weapon. Duration mods will increase the number of magazines that are buffed. Reloads mid-magazine will not be lost but only up to the previously remaining ammunition will be buffed and that  ammunition will be fired FIRST. Obviously, affinity range mods will increase the range that this ability will effect allies. Has effects when used with the 4th ability. See the 4th ability for details.

    2nd Ability: Armored Vest

    This ability will buff armor to him/her-self and allies within affinity range by 300 for a duration. This ability will be affected by power strength, duration and affinity range mods. Power strength mods will increase the armor given to itself and allies. Duration will increase how long this effect will last. As above, affinity range mods will increase the range of the ability. Note: The buff from this ability should be applied AFTER a warframes other mods or this could become exceptionally broken.

    3rd Ability: Mortar

    This ability will cause Support to place a mortar launcher on the ground that will fire 3 mortar shells straight up into the air and come down randomly within range around the mortar launcher and knockdown enemies. The explosion will be large enough to cover the entirety of the range where the shell could fall, but the damage will drop off the further from the epicenter of the explosion the enemy is. This mod will be affected by power strength, duration, and range mods. Strength  will increase the damage done. Duration will affect how many shells the ability fires. Range mods will affect how large of an area the shell might fall in and the explosion size the shell releases. Note: This is the only ability NOT linked to affinity range! This ability is not affected by the first ability or the fourth ability. The launcher cannot be damaged.Can hit aerial enemies.

    4th Ability: Bottomless Clip (edit #1)

    This ability will cause allies within affinity range to have a bottomless clip such as when a weapon gets corrupted during endless relic missions. Support is not affected by this ability and allies only benefit while in range (like  vex armor from  chroma). The ability is a toggle ability and Support can not receive energy restore from sources other than orbs. The drain is 10 energy per second (may beed changing). A duration counter (counting up) appears for the purposes of this ability's function with the first ability. This ability will overwrite the first ability and vice versa. The two abilities cannot be on at the same time and will turn each other off. HOWEVER, if the first ability is on when when this ability is activated, when this ( the 4th ) ability ends, remaining ammunition will not decrease for what was the remaining duration of the first power. In other words, when this power ends, and if the first power was active when the 4th power was activated, and you have ( for example ) 40/450 ammunition left, if you fire your weapon down to 0/450 and reload, instead of having 40/410 ammunition left, you will have 40/450 left. Not sure if that was clear. Here is another way: 40/450 *fires 40 rounds*  0/450 *reloads* 40/450. If this ability (4th) was activated and then the 1st ability was activated, all bullets for the duration that the 4th ability was on will be buffed at 60% of the normal 1st buffs % value. Ammunition restored is unaffected by this ability. If one of these 2 effects is on or will be turned on by activating the other ability, you lose the first effect. For example, if you cast 1 then 4 you gain infinite remaining ammunition for duration, but if 1 is activated during the 4, you gain the damage buff for duration but lose infinite remaining ammunition. The effect from casting these abilities together does affect Support.

     

    Augment: 2nd Ability: Battery Vest

    For the duration of Armored vest, instead of granting bonus armor, it will grant additional energy capacity. Any energy above the warframes limit picked up will be stored in the Battery vest. Any power that uses this energy will have it's power strength increased by a percent depending on how much of the energy used was part of the battery vest. E.G. A warframe has 100 maximum energy. Battery vest is cast and grants an additional 100% (determined by power strength and gives a flat percent bonus)  energy capacity. This will give the warframe 200 energy capacity total. The warframe picks up additional energy up to 35 ( for the purpose of the example. I know it is hard to pickup just 35 energy. ) giving him a total of 135 energy out of 200. The warframe casts a 25 energy ability. Since 100% of that abilities energy came from the battery vest, it will gain 100% power strength(100% * power strength percent). The warframe now has 110 energy. If it uses the 25 energy ability again, only 10 of that energy will come from the battery vest. 10/25 is 40% so the warframe would get an extra 40% bonus to power strength ( 40% * power strength percent). This Augment will NOT affect Support (the warframe).

    Augment 3rd Ability: Cluster Shell

    Instead of mortar firing a shell that lands randomly in range, it fires a Cluster Shell that explodes midair and rains smaller explosions down into the range of the ability. explosions may hit multiple targets affected by other explosions. The number of shells fired remains the same but damage per shell is 50% of the original damage per explosion.

    Augment 1st and 4th ability: Conflict Turret

    Instead of granting the bonus described above when the 1st and 4th abilities are cast during each other, either way they interrupt each other (1st then 4th or 4th then 1st) a Turret affected by power strength, duration, and primary mods is placed where Support (the warframe) is standing. It can be damaged, but power strength and primary non-elemental damage mods affect health/shield. Health is also increased by 1 for every second that the 4th ability was on. The turret lasts for the duration of the first  ability +( the duration of the 4th ability /2). Turret is affected by Trinity's Well of life (gains health when shooting an enemy) and Blessing.

    What do you guys think of this warframe? I know I didn't get too detailed like some other concepts but, if in the (unlikely) event that DE actually decides to use this idea, I didn't want to scare them off with a hard set decision on everything. Leave any comments on this idea below! if you all like it enough, maybe it will come to DE's attention!

  2. I was playing around with my weapons and newly acquired holstering positions when I decided to equip my dusty Prisma skana to see how it would look on my Inaros ( Love you bud!). When I equipped the holstering position on my side, when using my skana, I noticed it disappear. This is where I found it.

     

     Turns out, My Inaros shoved the skana up his @$$ blade first. << That's a picture. It's perfectly safe for work, I swear!

    It must be a Fad though cause all my other frames are doing it too. Here is Limbo and Mesa. Though for Mesa, it doubles as a kinky toy for use on the other frames.
    You may also notice that in the Inaros picture the holster position cannot be changed. This holds true for all my frames but I believe it to be a problem with skana alone because my other single sword weapons don't have this issue and can be adjusted, as seen here.

    I would like to mention that I love Warframe! This bug was just WAY too funny not to post about! I love you DE! Keep up the work and try to teach the Operators that replacing your Warframes spine with a sword is nowhere near as effective as the spine!

    PS. My skana is using the Day of the Dead skin, though it doesn't matter for the bug. It happens with and without the skin. 

  3. I like that this event is hard and challenging me very well. However, I got to kela de thaym and beat her. she didnt drop any mods and now I can't play her again because it says I don't have enough judgement points when I have 203. Yes, i tried getting ANOTHER hundred to play her again and it didn't work. please fix this DE

    I love your game and I really want those mods.

     

  4. Hello Rebecca!

    Spoiler

    With the reveal of what a Tenno is, is there a possibility that we could get a non-humanoid frame in the future?  For example, will we get a dog warframe or spider warframe? I know we have dog pets and soon cat pets so having dog or cat frames would be repetitious, and a spider frame would be very hard to animate all the legs, but is it a possibility? Thanks for reading!

     

     

  5. Who: Zephyr (maybe others)

    What: Strun wraith and the awsome new cape and helios

    Where: Lua, earth

    Can you reproduce: Yes

     

    While playing as Zephyr and running on a zip line,  if you get hit by a rocket the explosion will knock you off the zip line track and you will run everywhere as if on a zip line. A lot like the Ash Skywalker bug, but you can die and get stuck with unresolved....velocity? and wind up endlessly running into the environment unable to do anything about it.

  6. DE, I think I have figured it out. We dont need a progression past 30. I dont think that is what we really want. I think what we really want is more customization that can be accomplished when we finally get a weapon up to 30. Right now i want to avoid mentioning anything about the mod system as someone else has posted about that previously in this thread. What we need is a system that allows us to modify HOW weapons and warframes BEHAVE. you have already touched on it with the augment system but you kinda messed up. What you have given us is a way to ADD modifiers to our warframes and weapons. What i think we needed was a way to change HOW THEY WORK OPTIONALLY. Vaubans tesla mod is the perfect example. You can either ignore his augment and the tesla will shock everything or you can use it and instead of it beind a single target aoe detection ability it becomes a razerwire that cuts up everything that passes between the two teslas. That kind of stuff is what we need more of. That is customization.

     

    While i am at it how about i suggest something for weapons? How about you let us change how weapons work? Right now we have 8 different bullet types; hitscan, bolts with travel time, activated grenades, toxic grenades, impact grenades, 3D mines (quanta alternate fire) rockets and beams. We also have three firing types. semi-automatic, fully automatic and charge. And we have "Modes" of firing; single bullet or clustered (shotguns). What if, after our weapons reach level 30 you allow us to, through some sort of quest or trial or blueprint or all 3 or attachments or SOMETHING, allow us to change those on a weapon. To do this you would have to implement some sort of dps measuring system and a system that would change the stats of a weapon to maintain that measured base dps but we could have a grakata that shot a laser cannon shot like the opticor- or how about firing an automatic shotgun beam marelock (it can just shoot beam looking projectiles for all i care...cause that would look so cool)? or you could keep people from making any weapon they wanted by making restrictions on a per weapon basis. You yourselves have messed with laser shotguns with the Phage. Now i am not too serious about the weapon idea because then you really wouldn't be able to make "new" weapons just new model and stat weapons.

     

    What we need is more customization not more power. Something we can DO after our weapons and frames hit 30 and have 8 forma in them. you have so much content in your game it is rediculous. Let us do something with it! Also, please forget about my earlier post on mods. It was really stupid.

     

    I edited this because i forgot several types of "bullet types"and Firing Functions which i thought of shortly after initially writing this. I still have yet to use all the weapons.

  7. For progression after 30 i would like to see some sort of system that allows for passives on weapons or a way to boost weapon damage by like 1 point at a time or something. like how we have arcanes for warframes but for weapons. not to sure what i want there but i definitely want it. i would also like to see a way to combine 2 mods together. imagine combinding a serration and,say,an ammodrum together. but there are many catches. first the combined mods cannot exceed what they can already do. serration effect only goes to 200 or whatever and ammodrum only does 30. in order to fuse mods they have to be max rank. the new total modcap for this new mod would be the two base unranked costs together. the max rank for the new mod would be the same as the max rank for the higher possible ranked mod. in my example max rank would be 10 because serration is rank 10. furthermore it would get a RANDOM polarity. so the new mod would have the benefits of both mods and save some space. in my example the new total would be 19 instead of 23. furthermore this mod can only be used on one weapon, the one u initialy equip it on and still cannot be combined with the mods used to make it.

  8. So my event rewards are not counting for the Tubemen of Regor. I can get points for the invasion but not the event. I my be missing something but I am feeling confident this is a bug. Take a look.

     

    aQclH7Y.jpg?1

     

    See how I have 4 active conflict completions and no event points? This may result in me not getting a reward so i REALLY want this to be fixed.

  9. I was a little disapointed that the gunblade weapon DE added was a shotgun. So I want a new gunblade...With a high powered single shot rifle built in...

     

    I also want a new katana styled weapon. One that uses the sheath to fight with as well as the blade. Did I mention i want the sheath to have a gun in it? Not a shotgun. Or just a new katana. the Dragon Nikana is starting to look kind of old. Also DRAGON VERSIONS OF MORE WEAPONS. Seriously DE made a whole new Grade of weapon (like prime vandle and wraith) and didnt use it. Like what???? So yeah, Dragon weapons.

  10. I guess that's true. But how is looking them up on the forums and then getting them and abandoning everything else any different? The in game weapon tier thing will skip the middle man. It will also cut down on the  "Which weapons are good?" questions in region chat, which no one answers and makes new people feel ignored causing some of them to drop the game. The only reason they are ignored is because that question is asked so often. And as i said, the weapon tiers should be a very broad categorization based off base stats. i am sure there are some weapons that could be placed in tier 3 weapon area that aren't very good.

  11. Weapons in Warframe are cool but as much as we like them it is hard to tell which ones are good and which ones are bad. Especially for new players. So here is my Idea to help ORGANIZE weapons. Weapon tiers.

     

     

    Now I am not saying change the stats of weapons or anything like that. I am saying that weapons be categorized in tiers. For Example the skana could be classified as a tier 1 weapon while the Marelock, Soma or Boltor prime can be classified as tier 3 or 4 weapons. Of course I am suggesting an in game mechanic that allows us to tell how good a weapon can be based on its BASE stats. Which means that a weapon whose stats don't seem too good could still be comparable to boltor prime. Like the Soma. When i first saw the Soma i thought "why would you want this gun? it is so weak!" of course later i learned about its critical nature. Or the Amprex, which I had the same reaction to as a fledgling Tenno.

     

    What I am suggesting, if you haven't guessed by now is a VERY VERY broad means of classifying weapons to help newer and even more experienced players. Because what i want to suggest is so broad it will still give an element of discovery for which weapons are good and bad but help along the way. But, honestly, I have no idea how to accomplish this. That's why this an idea. If you have any suggestions on how this could be done though, leave a message and maybe if the community can sort it out well enough  DE might add it to the game one day.

  12. I spent 5 minutes staring at this screen wondering why It felt SO off. Then i found this.

    A VERY minor bug.

     

    http://i.imgur.com/oFPgQdi.jpg

     

    The damage dealt here is off by one percent. It comes to a total of 101% instead of 100%

     

    Like I said a VERY minor bug. i would guess something to do with rounding the damage percent based off the actual numbers for the damage (which we cant see).

     

    Thank you DE for looking at this bug report. :)

     

  13. When Switching from a loadout that has weapons to one that does not the weapons that the pevious loadout had are coppied to the new loadout even though they are not actually there and are not usable. Here is an Image. http://i.imgur.com/9wSP28p.jpg

     

    It can be fixed simply by trying to equip a weapon to any affected slot or entering a mission. It isn't annoying in my opinion but it is a bug. Thank you DE for Taking the time to read this.

  14. While playing as mesa solo on stickney, phobos i was ambushed by the G3. i used peacemaker and died while in Mesa's ult. upon coming back to my ship i received the usual message from lotus containing the bolt release. when i went to my foundry the release wasn't there, anywhere. even after several restarts i still do not have it. this is a HUGE problem.

    Thank you DE for reading my post. However i also need a bolt release so could u guys send me one?

  15. I was taken out by the G3 and lotus forgot to give me a bolt release. i received the message but the bolt release was never given. i hope there is a way to get a release besides that message.

  16. ok, here is a bug. i think this is where it is posted. when using ash's blade storm if your target dies before you kill it you can fly. you stay at the same height unless you interact with the terrain. you cant jump but you can slide and use weapons after you switch weapons.

    that is all i know about this bug.

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