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Tekknoir

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Posts posted by Tekknoir

  1. The thing I'd love to see for psychic bolts is for it to have some interaction with Mind Control and Chaos. Something like causing a burst of AoE damage when a bolt hits an enemy affected by MC or Chaos.

     

    That would be cool to see.

     

    Psychic bolts should do some sort of "illusion" damage. IMO it should be revamped into a skill that bypasses enemy armor/shields completely for a strong strike of damage, but then gives the enemy a HOT for say 75% of the damage they took. The idea is you give the enemy phantom pains, but they gradually snap out of it. It will be best used as a finisher move, or in tandem with strong burst damage. The bolts should be able to pass through any intervening objects/enemies once they're locked on, as they're not tangible 'things'

     

     

    Would love to see this as well.

    The "Spectral Wounds" power (CoH) worked in this fashion.

    http://cityofheroes.wikia.com/wiki/Illusion_Control#Spectral_Wounds

  2. Warframe uses full body animations for melee attacks, like console style brawlers.

    I too wish that DE had instead opted for a "FPS" style melee system where we could aim our swords up and down.

     

    In addition to full body anims that lock you into them, the attack hitboxes are actually pretty accurate.

    I have tried this while playing solo (to eliminate lag and other players as factors), I saw that my sword would pass by just below a mutated drone and not hit; similarly, I have missed a feral kubrow biting my legs with a dagger repeatedly because the canned animations hit a little higher.

     

    These full body animations look very nice, but they are not useful in a game with these enemy types, 3d movement and having other players with you who have access to high damage guns.

     

     

    The melee 2.0 stance combos are also hard to use in the chaos of combat but they surely must be expensive to produce.

    To add on top of that, some of the combos are so flashy that I can't even tell where they hit.

     

    I like the game overall, but think that melee 2.0 was a big step in the very much wrong direction.

    I am saying that as a player who loves fighting games like Street Fighter & Soulcalibur; and as a player who replays some classic games that feature 3rd person PC-style melee every year (like Vampire Bloodlines and Jedi Academy).

    Fighting games like SF or SC use full body anims but these games work in isolated scenarios - normally 1 on 1 fighting on a 2d plane or don't focus on as much free form movement like Warframe.

    Games like Vampire Bloodlines and Jedi Academy have not done 3rd person melee as good as they could have, but provide good examples to learn from.

     

    The combos in Vampire Bloodlines are surely easier to use since they are initiated by holding down a movement direction and pressing the attack button; they are visually distinct enough and not too flashy so I can identify them. The hitboxes are pretty big (not very accurate) so the player can actually hit things despite the canned, full body animations.

     

    The melee fighting in Jedi Academy can be separated into two blocks: 

    Single saber (carried over from JK2) which has a lot of clarity on attacks, easy to tell where attacks hit, what overextends your reach, etc...

    Dual sabers & Saber staff (new in JA) which are so flashy one can hardly see what the player character does, where attacks hit, what the consequences of player actions are.

    Those differences aside, even that game is easier to play since holding down the different directions while attacking results in generous swing arcs.

     

    Melee 2.0 does not provide clarity, does not make the melee system easier to use, removed charge attacks (for better or worse) but is (most possibly) expensive, is inconvenient, and does not play nice with attack speed mods.

    The channeling feature is interesting in itself.

     

    A melee 3.0 system with better design and focus on usability & clarity would serve the game very well, as would simply reverting to a FPS style melee system with aimed swings and simpler animations.

  3. Hi folks!

     

    Nyx and Loki are my favourite frames as I love playing mind controllers and tricksters in games more than the other types.

    I have leveled all non-prime frames available to 30 and most weapons to 30.

    I try to use all frame abilities and weapons, try to find combinations that bring out the fun factor in these powers & items.

     

    Something I am really struggling with is the Psychic Bolts power of Nyx.

    I have tried to find some way of making them useful but unfortunately this power is the only warframe power that I don't slot anymore. (Yes I actually like Super Jump.)

     

    What am I missing? 

    Is there a way to make the Psy Bolts not a waste of energy?

  4. Seeing old, buggy stuff fixed.

    Being able to color all areas on a frame / weapon / syndana / sentinel, etc...

    That includes the white parts of the Yomo syndana that we can't color, the white metal parts of Asa syndana and the Kubrow collar that we can't color or tint, the white chunks on Frames & Helmets like Mag's wraparound coils & feet bits or Hydroid's Triton helmet.

    There are many examples of non-colorable, non-tintable bits which should be fixed.

     

    Also, being able to pick different tinting templates / maps for Warframes especially.

    It's difficult to do simple color partitions with the default, jumbled ones.

  5. My ability usage depends a lot on whether I am solo, playing duo with a RL friend, or having joined a team via public matchmaking.

    I find Warframe to be more enjoyable solo and I am not a fan of zerging missions in full teams.

     

    When playing solo, I use everything I have in the loadout.

    When in full teams, I am barely motivated to shoot enemies since everything dies in seconds regardless of my input.

  6. I respect the effort that has gone into making something new and more presentable.

    However one should sit back and think about where we ended up.

     

    New UI was made to look better, and because of all the "fluff" we now can't see our mod cards like cards.

    We just have text on the mini-cards now and a swinging camera that makes me sick.

     

    :/

  7. -The Hotshot-

    Ember - Noble Stance

    Vasto

     

    -The Paladin-

    Oberon - Noble Stance

    Boar Prime

    Magnus

    Silva & Aegis

     

    -The Harvester-

    Nekros (with Mortos)

    Boltor Prime

    AkBolto

    Dual Kamas

     

    -The Adventuress-

    Mirage (with Asa)

    Pyrana

    Nami Solo

     

    -Mother Night-

    Nyx (with Imperator)

    Despair

    Fang

     

    -Space Samurai-

    Rhino (needs a better helmet)

    Dragon Nikana

     

    -Wolverienne-

    Valkyr

    Venka

  8. Comparing Akzani to the Afuris makes me think that the akimbo concept is at this point overdone in Warframe.

    Don't think we need any more unless DE tries out an asymmetrical akimbo setup as an experiment.

     

    I'd like to see more interesting sidearms like the new Nukor instead. :)

  9. Also getting dizzied and frustrated by the mods screen.

    This is the only game where I get it this bad.

     

    There is a setting under HUD options to turn off UI sway in the mission HUD.

    We need a similar setting to toggle camera motion / UI sway for the rest of the GUI.

     

     

    People complain a lot, but have you CONSIDERED the other HALF of warframe that likes it? Taking it away from them may just upset them. You can't please everybody, the only way to please, is if they make possible in options menu to toggle Static menu.

     

    Other people liking icons that move away while you are trying to click them, or enjoying camera motion does not help those who get dizzied or frustrated.

    Giving players options to turn these kinds of things on and off is a very good idea.

  10. Congrats to DE for pushing a major update to live.

    My first response to the new UI is a mixed one.

    Very happy to see that the game now displays weapon / frame stats while equipping mods so I don't have to go back and forth there.

    Weapon selection screen is definitely nicer with the bigger tiles.

    There is a lot of "cool" in the new UI.

     

    Camera motion / UI sway in the mods screen is dizzying.

    The game has an option to turn off HUD sway in missions, please add an option to turn off camera motion in the ship UI as well.

    Diegetic UI is a cool concept, however arsenal, foundry and mods screens are still GUI.

    GUI elements that move around while I am trying to click them are rather annoying for mouse manipulation (should be fine on gamepads, dizzying effect aside).

     

    The new foundry screen does not show how many units of a resource I have.

    It only displays whether I have enough resources to craft something or not.

    This is not helpful for me for decision making purposes.

    I have to constantly open the resources tab and close it to check things.

     

    Logged out of the game after wrestling with the new solar system interface.

    I really want the old starmap back.

    That is the nicest thing I can say about the new navigation UI.

     

    The new UI targets gamepad use and being displayed on a large tv.

    This is noticeable.

    My computer is connected to a 55" tv as well as a 27" monitor, and I don't shy away from using a gamepad either.

    That being said, so far I have been playing Warframe on the monitor with the classic keyboard & mouse setup (occasionally use the left side of the gamepad and the mouse together when I get tired of holding shift due to the low run & sprint speed).

    The new UI is a strong motivator to move over to the TV, but the mouse is difficult to give up. :)

     

    I hope that the mouse usability of the new UI will be improved (by simply turning off some of the "cool") with the upcoming patches.

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