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AandOE

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Posts posted by AandOE

  1. Borderlands, yes. The layout of the levels, the way it didn't feel too repetitive going through them, the little secret rooms (if you get the chance), and such~ This was a very different kind of Tenno experience, I dually must say. With the enemies mostly focused on the generators, I felt like carving through so many of them was a pleasant experience. Not to say that those sections away from the excavators didn't present a challenge, but the ups and downs, arounds, over and throughs all felt very fluid. I'm sure at some point I'll be able to stop and gaze at all of the smaller details in the new tile set. There was one thing though, that I'm not sure if I saw correctly or not: At the beginning of the new Europa level, did the frigid crosswinds actually harm my shields? That would be extraordinary effort, A+, on the devs if they did! (the little things count~ ^_^)

  2. I was just in the Dojo, looking up the two new weapons (for research), and I noticed a change in the water. ^o^ It's not a sickly color anymore in those that look as if they shouldn't be stagnant, like the Torii gates pond cross-room. Those rooms that look as if they're full of stagnant water feel appropriate now. But oh my goodness gracious, the new water... the reflective surface... the pure transparent blues... I could really go on and on, folks.

     

    So to the devs, I give a hearty 'Thank you'! <3

  3. After the U14 update (I think), lots of the dojo space started to look weird. They fixed some of the lighting issues that turned glass, floors, and most reflective surfaces yellow-brown, but the water's new color stayed. I liked the old water better. T_T Not sure how much of an issue it would be to look into it and fix, but it'd be nice if someone was able to~ (pleading here!)

  4. @VKhaun: I've seen other games--such as Borderlands--having a problem where switching weapons quickly produced the stated bullet damage from that weapon rather than the one fired, leading to some really great exploits.

     

    On topic: I'd like to see this too, especially if said above exploit is not present. Even if their patch were to combine several mods together Nightmare Mode style to increase their wanted usability, it would still help for diversity's sake. Speed Holster + Sprint Boost = ? :D

  5. A pre-Corpus Valkyr could be very much the same, as Valkyries are very war based. Switch the claws for standard Norse swords, pretty up her outside to resemble more of a historical Valkyrie, and give her a 'rope' for her Rip Line ability. Done and done. :3

  6. After hitting 100, I only had to do another 100 to reach the stretch goal. Given a melee focused 'frame, it was easy in a group. Try unequipping your sentinel and all weapons that you won't be using. That'll get ya down to a reasonable state for trimming.

  7. I use a Link based Trinity for melee, to be able to jump into the thick of the fray and channel smack everything. Mirage is okay, but she can't heal herself or offset AoE damage when the thicker crowds show up to play. Valkyr is okay, too, but she has the same problem since I almost never see another Trinity or Oberon runner. Not fond of Ash, as he's too squishy for me and has no healing or long lasting damage offset component. I do not currently own Excalibur, Volt, or Loki, and Nova is much too squishy for my style of hack'n slash.

     

    Back at the very beginning, I used Mag's Pull with a super long range, Streamline, and Energy Siphon in conjunction with melee, which did very well. Still waiting to find some more rare mods before putting the rest of her high-end build together. Yes, she doesn't have a healing ability or damage offset, akin to the concerns for the other frames, but that's where strategically using Pull came into play. In the end, though, I'm not sure I'll be able to move off of Trinity (+ Shade/Huras) unless there's a Prime version or some future 'frame that can completely replace her utility.

  8. If there were more rarities, a la Borderlands I & II style, it would be cool. The way they did it in the second game, the mod/artifact almost completely negated the ability for anything in the most common pool to drop. (the first game's version was a bit wonky) So if there were 9+ different kinds of rarities, eliminating the weakest pool left the next weakest pool as the largest holder. In this case, white rarities got replaced with green rarities, of which both were 'vending machine fodder' in late game play.

     

    The other version of their rarities involved progressively more and more difficult gameplay sessions, which resulted in a rather decent shift in rarity drops. To put this in Warframe terms, take Nightmare mode and throw out all of the mods labeled as 'Common'. The remaining mods and mod pool would be 'Uncommon' and 'Rare' in Warframe, while in Borderlands, they still had ~7 more rarity pools. During said above example, aside from ammo/health/energy drops, the only resources and mods to drop would be from those 2 pools.

     

    Edit: Another way to give Warframe more rarity pools would be to introduce mods that already have some kind of pre-established charge to them, in the same way that Fusion Cores can be given. (As in, Reach with 2 levels already on it would be the next most common mod pool)

  9. Hosting - Not me, as I joined a group.

    # of players - 4

    Region - Phobos, during a 10 wave defense alert

    Connection quality - Slightly laggy, even more so when they started to remain around. Occurred just after the U14 drop, about mid-week, if I remember correctly.

    Additional details - The caster was able to move around with their default 4, and the 'extras' infinitely sat at their place of inception, still copying all other actions. 16+ Mirages all fired 1 clip towards the defense pod at one point, annihilating everything in a single super laggy motion. They ended up performing nothing but melee after that, until the 10 rounds' alert hit ~9th round, when it all crashed to desktop.

  10. This slot would also be cool for causing temporary effects upon reload. As in, like the snipers' Charged Chamber, but during the reload animation itself. The terms of creativity are absolutely wide with this, as the below examples show.

     

    'Find Missing Ammo' - 25% chance to find 50% of an extra, missing clip already in the gun. (of course, it can't work with 0 total ammo)

    'Reload Shield' - Like the Sentinels' Sanctuary, but only for the reload's time.

    'Reload Retribution' - Like regular Retribution, but is more powerful, on & active only for the reload's time.

    'Cycle Element' - 10% minimum chance during reload to apply the full rainbow of elements to a single clip. The smaller the clip, the larger the percentage.

  11. What about those poor Grineer? Can we take in one of those folks, sheltering them, nurturing them back to health with DNA Stabilizers and tummy scritches? :D MOAs could fill the Helios-type, while I'm sure we could figure out what else could fill the other Sentinel types.

  12. Oh yes, it'll be a specific Dark Sector mission, Nightmare node, void, derelict, or alert, so you'd be able to gear up properly for hordes of them being thrown at you. :3

     

    I had to look up Vindictus, which looks alright, but perhaps a better analogy would be Dark Souls. XD

  13. There's a certain 'dead end' room on the Ceres maps that starts off with what looks like a no thrills room. Looking up, though, says that there are lots of pipes and such to jump up and on to, leading to first a red door, then more pipes, a bridge, more pipes, and then finally another bridge. Both bridges have tons of red lockers, with usually little to no green ones available. If the top most bridge had nothing but green lockers, I would parkour it every time--whether DE buffed them or not--due to the inherent 'prize' for learning how to properly parkour its difficult course.

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