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Omega-Shadowblade

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Posts posted by Omega-Shadowblade

  1. 1 hour ago, -ShadowRadiance- said:

    Posting this here as well. 

     

    GK35z9OXgAAHTJX?format=jpg&name=large

     

    GK351wmW0AAXHSy?format=jpg&name=large

     

    As seen in the first pic. I have zero visibility on the enemy from my warframe. Which if im not mistaken, Pablo stated would be changed to from the warframe's point in space. Unless this was specifically only for Tragedy. (Which also works with this. btw)

    This was not done. At least to Dark verse.

     

    Dark verse entirely on your camera. You can stand behind a wall for all the game cares and you can still hit enemies perfectly. As seen in the second pic. 

    LoS is a -redacted and censured- type of mechanic that should be deleted. Revert LoS off Dante. 

    Cut the range and remove alot if not all of the base dmg from tragedy. 

    LoS is bad. Always will be.

     

    So. Go find yourself a nice long corridor. Stand behind cover so the enemy cant hit you. Use a energy pad and just spam dark verse. Cause the enemy cant hit you, but you can hit them.

     

    Move around however, especially in netracells, there seem to be 'invisible blocks' most likely 'cubes' used in prop creation and placement. (Which there is A LOT of in netracells. If your camera is blocked by -some- of these. Dark verse wont hit. Im still in the middle of testing out examples but without a reliable map without enemies where i want them on demand its taking longer then i'd like to post results.

    However, the point being the opposite happens in maps with overlaying props again, assuming these props are placed by invisible cubes as the base. Il need DE to confirm or deny that. The only base i have for assuming this is a friend who also works in game design and using probs for her, means storing the prop in such a cube space which can then be placed and resized as desired.

     

     

     

    In the original LoS writeup it was mentioned that enemies rendering on screen would be considered in line of sight.

    • Like 3
  2. 15 minutes ago, Halo said:

    Had to make a small video demonstration for Pillage for everyone. 

    Overall Summary: Standing behind a pillar or column 11 meters or more from enemies in the same room as you will result in pillage not pillaging the enemy(ies). 

    Overall Assumption until I test the rest of "Rendered Check" abilities: None of them will work 10+ meters away behind columns. 

    Personal Solution: I will never use Pillage again, only solely on Gyre and Hildryn for the playstyle's I utilize for them, and even at that I barely use since DE still goes on the "Nerf CC" train.

    If this somehow doesn't hinder players, I'd be in shock. Yes I'm fully aware that Pillage already had an LoS check on it, but this is just goddamn egregious now. 


    I will thank DE for reverting the status damage for Pageflight, but the LoS stuff just has me reverting so many builds.

    I think you're putting a placebo effect on yourself. 

    This is pretty much how Pillage has worked before. I'm not seeing any difference.

    • Like 16
  3. 33 minutes ago, Regulist said:

    Why everybody is sure that we'll be able to use 2 of 5 weekly points to get into Deep Archimedia once and only per week for rewards???

    Maybe we'll be able to use 2 more point to reset Deep Archimedea during the same week?? It is fair enough - you used 2 points -> entered deep archimedea -> got as many rewards as possible with your actuall power -> quit -> use 2 points again to reset archimedea (due having 3 more after 1st entering) -> repeat the start

    Did you see the staff reply?

    • Like 1
  4. 34 minutes ago, Ancient_Maykr said:

    Why did you remove the helical effect from the Onos fire with this patch? Now it just looks lame like a regular beam, instead of the rail gun effect. 
    I liked this weapon for it's more interesting effect, now it just kooks lame. Does not make sense to remove something that made it stand out.

    Please change it back.

     

    Thank you

    Looking closely, its still there but it rotated 90 degrees? how the heck did that happen?

    • Like 1
  5. 6 minutes ago, BR31 said:

    I really hope that we can at least use 1 gear slot without a randomizer.

    Otherwise i'd have to delete a lot of stuff from my inventory to reduce rng (and do it only for 1 activity).
    I farmed duviri with it and it was a pretty bad experience but thanks to reroll mechanics-
    made it through.

    But you cannot reroll for archmedia.

    Full rng would mean pubs being fully unplayable with most players being leeches, waiting to be carried  .

    iirc the research progress for the deep archimedia can be done over multiple runs so you can always do a setup with at least one good piece of gear then come back with a different combo to get the other research points.

  6. In an effort to improve my skills and be more comfortable in putting my work out there I decided to show this work in progress design with this 3d model. Currently this is still early in the process and should be treated as such.

     

    The basis of the concept is as follows: What if a void angel became a Warframe? Naturally the end result cannot be as large as a proper void angel, so the design has to shift to accommodate. 

    Additionally part of the design philosophy was that if a void angel were a warframe it would probably be more on the humanoid side than the twisted forms the angels take so while it would still look recognizable, it would overall have a smoother design than the angels.

     

     

    Here is the current state of the 3D model. 

    Made from scratch within the Zbrush program.

    skz27aT.pngYmlAXo2.pngEtvevuX.png

     

    The working title is Seraph, The Renegade Angel.

    Additionally as part of the process I came up with a set of abilities to match the warframe's theme. No values are provided as I don't have anyway to check how it would play out in game.

     

    Passive: Void linked

    This frame provides a small amount of natural energy regen to itself and allies due to its void nature.

     

    Power 1: Angelic Rush

    Seraph becomes intangible and rushes forward before detonating. Knocking down enemies in range and leaving behind a cloud that deals radiation damage.

    Inspired by the move where the void angels hide before unleashing a sudden strike.

     

    Power 2: Sinner's Cage.

    Seraph unleashes energy within a forward facing cone, trapping enemies within void growths and stripping away defenses. 

    Inspired by the move that traps the player's warframe in a cage made of void growths. Lower duration than similar abilities like harrow's but has more potential due to stripping away defenses.

     

    Power 3: Radiant Ward

    Seraph summons 2 dimensional orbs in order to deflect damage. While orbs are active they provide damage reduction to Seraph. Holding the power button while in possession of an orb launches it to create an field that provides damage reduction to all team members who enter the zone and give an additional source of heat damage to all weapons while in the zone. Creating a zone removes an orb and thus reduces Seraphs passive damage reduction. recasting the power summons new orbs, but despawns active fields.

    Inspired by the operator portion of the fight where the angel summons orbs to defend itself.

     

    Power 4: Judgement

    Seraph marks an enemy. Energy gathers around the target briefly before a massive laser fires down from above, dealing heat damage over a period of time. During this time the laser will follow the marked enemy, doing more damaged based on how many enemies are currently being hit by the beam. Should the original target die, the beam becomes stationary for the rest of the duration.

    Inspired by the void angels ultimate attack during the operator phase.

     

    Additionally I came up with a signature weapon to go with this warframe.  This weapon follows the original concept of the incarnon weapons of ceremonial weapons gaining new purpose from the void.

     

    New Incarnon weapon: 

    Lux: This ceremonial flare gun was kept on the zariman should the situation arise in the case of disaster upon arriving to Tau. No rescue came, but the void's influence has made this tool's fire burn all the brighter.

    Type: Secondary. Primary damage type: Fire/blast.

    This weapon functions similarly to the tonkor, being a single chamber launcher with a quick reload. When fired the Lux launches a flare that buries into what it hits dealing heat damage for a few procs before detonating in a larger area.

    Incarnon form: Contrary to most incarnon's this weapon only provides a single shot for its incarnon form. A new projectile is fired, when impact occurs it generates a small sun that drags in enemies and deals intense heat damage within the range over the course of a few seconds. Don't miss.

     

     

     

     

    If you have taken the time to read through all this and made it to the end. Thank you for your time and I hope you enjoyed my little fan project.

    For this project the goal is to eventually finish the warframe itself, an alt-helmet, and possibly even the signature weapon. 

    Now enjoy this phantom face that appeared in the head model without me realizing as I was working on this.

    Kp7Ric7.png

     

    • Like 4
  7. I think I have an idea of what's going on here. Sometimes modifiers to health, armor, and shields act a bit weird together. I notice a similar effect when trying to strip armor on augmented armor sorties. 

    Archon missions use a modifier to the health and shields of the enemies.

  8. Just now, TheOctavius said:

    so, where is my styanax? I played over 1h, AND I try re-login, restart client, REBOOT MY COMPUTER, but styanax not come to me.

    There was an error in the script for the styanax giveaway so they temporarily turned it off so they can fix it.

    • Like 1
  9. 1 minute ago, GreyDeath789 said:

    Glad the first weekly acts expire in 4 days 21 hours...a mere 8 hours after Glassmaker was released...good to know "weekly" means every 5 days 5 hours now.

    Nightwave acts have always refreshed on Sundays. This update released on a Tuesday. Math checks out.

    • Like 1
  10. Doing some testing with shotguns now. Seems that status shotguns still rack up a huge amount of status (you can count status procs on enemies now). It is very hard to acknowledge it from a distance though due to the reduction in the amount of damage ticks visible at once (a mentioned change).

  11. After actually going out and testing my explosive weapons, I fail to actually see the problem that everyone was complaining about before the update. 

    And this is testing by firing away from the target itself to test the falloff. People got scared too much by the 90% at the utmost edge.

     

    Edit: I will admit though that the stagger is an issue for the Shedu specifically. It makes it much more difficult to take advantage of the "reload burst" that the weapon can emit when running out of ammo.

     

  12. 6 minutes ago, Azvalk said:

    Even if it is not this week or the next, of even after, please go back to the original idea: the Lich can die and be resurrected by the Kuva, stronger, if we did not kill it with the good requiem.
    The lethal finisher it inflicts to the tenno is epic, ok, but it can be anywhere else in the fight.
    In fact it solves several problems:
    - Liches can die, so it doesn't prevent other player's liches to spawn.
    - Dialogs of the lich become coherent.
    - Kuva enters in action, so it's logical, epic, creepy, and the definition of the Kuva is respected.
    - Gain of murmurs on bad attempt is more logical.
    - Lich fight gains some difficulty, because the lich can kill us more easily if it manages to grab or stun us.

    The lich already attempt to grab you if you enter close melee range. It does significant damage too, I've gotten killed from it a couple times being careless.

    • Like 1
  13. Have a couple of bugs to report. First off, Kuva Ogris seems to be able to equip nightwatch napalm but it produces 0 effect on the rockets. There is no damage over time area or any other noticeable effect. 

    Second. I appear to have made friends with the Lich that I took said Ogris from. I was about to lose a mobile defense objective due to having my spine snapped attempting to see if I had a piece of the new lich's code, when suddenly my previous lich suddenly appeared to save the day. I beat the mission because of them but I'm sure this is not intended since I slew them to take their Ogris weapon.

  14. So for those worried about not having something like the saturn six inmates to harvest bonus rep from, heres what I think:

    We haven't had this version of that introduced yet. My reasoning is this: For our big baddy we will have the Emissary who was teased in one of the info drops on this nightwave season. 

    Now as the harvest support I suspect we might have the disciples that the noggles are based off as our new inmates: Not dangerous enough to be the major threat, but serious enough to be a concern.

    Now as to why we haven't seen them yet: pacing, the nightwave story has only introduced the setup story, no one in it has even been labled as a problem yet. Not the ideal situation, but it is what it is.

     

    Now this is only theorycrafting on my part so take what I've said with a grain of salt.

  15. 2 minutes ago, Karu-QW said:

    It should just be total over many runs.

    Edit: In the original event 4 fractures (1 successful thermia) gives 7 points. So you should have gained at least 28 points from the run. Is that accurate?

  16. 1 minute ago, SilviaS12 said:

    well I apologize if I come off as aggressive. but you will get responses that come off that way when the very same people like yourself start telling other players they should stop complaining or not say anything or share their experiences. with all due respect you or anyone on this forum will make me stop from giving my opinions.  I suggest trying to reason with others instead of telling them what they should or shouldn't do for so long as they are not insulting others or being disrespectful.

    You misunderstand my methodology. In development there is a significant difference between complaints and negative feedback. Complaints are directionless, simply there to express one's discontent and forget to provide any meaningful input(i.e. solutions, alternatives, thoughts). These complaints end up as useless unfortunately as nothing is gained from them but a general sense of displeasure. Negative feedback is different. If handled politely, it gives insight into the why of the displeasure while also giving a direction in which a solution might be found. It is unfortunate, but I've seen many posts that simply lash out without purpose, and end up providing nothing. I simply want people to actually make use of their displeasure in a positive fashion. Many simply can't be polite about what they find wrong though.... unfortunate.

    • Like 2
  17. 25 minutes ago, SilviaS12 said:

    Thank you, I've been getting it since my first time on the forums since ever. It's people like you and apollyon that gives people like me hope again for these public communities.

    With all due respect, reading your comments in this thread you put out a lot of barbs and aggression towards other people's comments. That's bad form. 

    As for the topic itself. I personally don't believe Melee 3.0 will be "catastrophic", and some of the arguments I've seen towards the matter use some flawed logic.

    The current state of melee is certainly in a rough state right now. Some of the new changes were good, I can definitely string combos between guns and melee far better, but the system needs a whole lot more polish. For example, I personally don't like the auto-block. My experience with it has been more interruptive (combos interrupted, unreliable usage.)than supportive. I think a return to manual blocking would be a better fit while in melee mode. 

    But overall, as a person going into Game Development, I feel this is how it has to be. If you wish to make a new system better, you sometimes have to crack the old system apart to see the flaws and good pieces.  It's going to change either way though so people need to stop complaining and give more solid advice on how to improve the new system.

    • Like 2
  18. 2yNgnBF.png

     

    So I was harvesting some calda toroids while the nice resource boost was in place, and I looked up to see if Profit-taker was getting ready to start bombing the field. 

    Imagine my surprise to instead see a dropship collide with profit taker and plow them off the top of the building. Sooooo yeah, I'd take a look at the flight paths of some of the dropships, and maybe the collision interactions with the stationary profit taker and ships.

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