Jump to content

(PSN)BlitzKeir

PSN Member
  • Posts

    1,030
  • Joined

  • Last visited

Posts posted by (PSN)BlitzKeir

  1. 2 minutes ago, doomeynoker said:

    I like big laser, opticor is fun with the punchtrough for me.

    Ferrox for the stargate vibe !

    JA'FA CRI !

    Shal kek nem ron, friend.

    I've always liked Mutalist Cernos. Highly underrated weapon.

    The first time I fired Zarr, my eyes lit up and I laughed maniacally. I wasn't acting either, the laugh was involuntary. Similar experience with Battacor. As someone who used a crapload of Penta back in the first year of the console version, explosives don't scare me. A lot of you folks weren't around when pets liked to jump in front of their master whenever you aim. Sometimes you'd even hit your sentinel. The rule was, "If you don't see where the grenade landed, DON'T DETONATE IT." And yet I see people fearful of Lenz, hah! How do you even suicide with that? Speaking of, Lenz is a blast.

    But the one primary I use more often than anything else? My old faithful? Strun Wraith. Damn good gun. Feels great to shoot. I hoped Corinth would satisfy my desire for a shotgun with an underbarrel grenade launcher, but for some reason it just didn't hook me. Maybe one day, DE will release my dream weapon: a greatax with an underbarrel grenade launcher. Best gunblade ever. We also need a rocket fist, and a huge drill. Then my Gurren Lagann cosplay will be complete.

    My favorite secondary used to be Lex Prime. Beautiful in its simplicity. Pyrana Prime replaced it. Then Cyanex replaced that. Cyanex is basically if Zakti could kill things, and not just serve as a CO/finisher setup.

    As for melee, I'll admit I haven't played with a ton of weapons yet. But back when I was looking for cool melee weapons, Lacera and Lesion really stood out to me. I judged Sarpa harshly until I put a few forma into it. This was before they changed how gunblade projectiles work. Its damage wasn't mindblowing, but it was a crowd control machine. Shots emitted a short-range knockdown AOE around you. Now the AOE is only on the target. Also, grounded shots are now actual projectiles, and frequently miss. So dumb.

    You'll notice a trend... I like status weapons, and self-buffing weapons. They tend to be mid-tier, but who cares. You're gonna die one day. Fun over progress.

  2. 14 hours ago, Nezha_Rose said:

    Perhaps I didnt need to use whiteknights, my apologies for that. But it comes from a place from frustration as a player of the game, in which any feedback one voices get taken down by others with either "doesnt happen to me" or "oh another one complaining", a trend that has been steadily growing on this forum since 2019. It takes away motivations from being constructive, the only good thing I see is how easy to get +rep in this site with "Hahas" but other than that I dont see any other benefit of this behavior.

    Be the change you want to see. People will relax around you if they sense you're not going to give them a hard time. And your life will be much more serene when you have no enemies.

    The behavior you're describing has been my daily experience with this board for the last six years. Everyone will tell you the same. I have a running joke that forum replies are actually selected from a dropdown list.

    Honestly, the problem with the liche system isn't that murmurs take too long to farm; it's that DE invoked the Nemesis system, then scrapped a year and a half of planning and shipped a f2p resource grind for some guns and art. I don't know if they went astray trying to create a rival you can't one-shot, or if they gave up and felt like they had to ship something. But this can't be what they wanted to make.

    • Like 1
  3. 17 hours ago, Kadesfy said:

    I see this as a problem with the archwings being so fragile, even DE said this some devstreans back. If Hp was the problem, then no one would be using other frames then Inaros, Hildryn, Rhino and Valkyr in everyday gameplay. we need good abilities to compensate.

    They're only fragile in RJ. They felt vulnerable in JV because enemies liked to swarm and focus fire. I don't think their durability is much of a concern now that guided missiles can't home on them. And maybe I'm the only one who feels this way, but should a tiny jetpack be able to survive a direct barrage from a war frigate? I like that there are things you have to evade.

    That said, I do wish Odonata's first ability could block explosives like Volt's Shield. Can't tell if the functionality wasn't plugged in, or if it's just aggressively picky about angles.

    19 hours ago, (PS4)robotwars7 said:

    DE needs to totally overhaul not just the Archwings but Archwing combat itself.

    I felt the same way about old AW enemies. I'm pretty satisfied with the basics of engagement now. I just think it needs more variety in what the player is able to do (but no stat buff powers or spammable delete buttons), and new types of fighters that harrass more than threaten (since the real goal is keeping the railjack safe).

    I've seen you around a lot over the years. I'd be interested to hear your thoughts on broad changes to AW combat in Empyrean.

  4. Going through some really difficult personal stuff. But, anyone who knows me could guess that, as I only visit message boards when there's something in my personal life that I don't want to deal with.

    Distracting myself with a windfall of games that have a lot of replay value. Been cycling between Iceborne, Divinity: Original Sin 2, and Total War: Warhammer 2. I've put about 500 hours into Total Warhammer 2 and still can't get enough. That game is a drug. "Just one more turn, then I'll go to bed..." Oh, and finally picked up the XCOM 2 DLC. It's crazy how that game is still $80.

    Most anticipating Phoenix Point, Mount & Blade 2: Bannerlord, and Tales of Arise. I'm a big Tales fan. The new one looks gorgeous. Hoping they finally add online co-op.

    Warframe isn't really on my radar these days. I watch the devstreams and read patchs and worskhops. Login occasionally. I like the idea of WF more than actually playing it. Tough to endure the grind when my friends have stopped playing.

    • Like 1
  5. 49 minutes ago, Sentinel-14 said:

    [...] and thinks the Zarr and Drakgoon are just the best guns ever. There's no accounting for taste.

    Yo, what are you trying to say about my baby? Don't make me sic my trin specter on you. She puts that Zarr to work.

    For real though, I have a thing for unusual weapon functionality, or things that just feel really good to shoot. I'm one of those crazy people who hopelessly tried to make pre-buff Convectrix worthwhile. Also, this may not be optimal, but have you tried Sancti Tigris with a reload mod? It's a thing of beauty, man...

  6. 2 hours ago, -MElHiOR- said:

    Some time after release archwing stats WAS tied to waframes health/shields and... That was awfull. Everyone used only one warframe with most hp(i dont remember about Inaros release date, was it before or after archwing). So yup, not gonna happen. As for warframes abilityes... I think its same as hp/shields stats from warframe. Not gonna happen.

    I agree the original system was not great. Grounded equipment shouldn't affect AW stats. But consider that they are gutting AW kits completely. This presents an opportunity.

    If AW abilities use discrete charges instead of energy, it will play a bit more like a shmup. Then each frame could have, say, one or two abilities selectively adapted to AW. These would use cooldowns, charges, or be unrestricted in use, depending on the potency of the ability. The energy system goes bye-bye for AW. They would perform very differently from their grounded variants, and use the Empyrean status system. For instance, Frost's Freeze could be adapted to fire an orb that travels a fixed distance before exploding in a lingering, Frost-inflicting AOE. Nekros' Soul Punch could revive allies up to 1200m away. Rhino's Roar could briefly stun nearby fighters and (non-cumulatively) reduce their armor. Trinity's Well of Life could sap a small amount of life on a target to emit 10% healing pulses over a few hundred meters.

    These are just examples to demonstrate how powerful these adapted powers would be. Useful, desirable, but not enough to inspire a meta loadout.

    Just a thought. To me, AW combat has always felt... lacking? Railjack doesn't really address this because weapon ranges are so short that an AW's only as useful as its abilities (why everyone runs Amesha). If AWs remain primarily utility in Empyrean, expanding ability options sounds like a good idea to me. Incorporating frame choice has its pros and cons. I think it's worth experimenting.

    Edit: Sorry, I should have been more clear. I'm not suggesting AWs should gain frame abilities as part of their natural kit. I'm suggesting your equipped frame would bring extra abilities to your AW, on top of the AW's natural kit.

  7. It cleans up Veil infantry with barely any effort. Its Tau damage bonus is strong enough to instantly pop a Teralyst's synovia. It has very generous range. It's fast for a heavy blade. So you don't need to add range/speed mods. This means it builds very flexibly.

    It's one of a handful of melee I default to, when I don't have something specific in mind.

    Also it's #*!%ing gorgeous. Especially with that Elixis skin.

  8. On 2020-02-17 at 10:46 AM, Carnage2K4 said:

    Cross-save (which it seems you want), will never happen due to contractual obligations with MS/Sony, as PC has no such "contracts" there was a period of going from PC to a console, but never console to PC, essentially the consoles do not want to lose players/accounts to PC so they only allow one way migrations in the contracts.

    Account migration will probably never come back. Cross-progression is a different beast. Destiny 2 does this, but it was built to do this from the start. Not many studios have the clout to secure this kind of contract. DE will need to renegotiate, which makes it trickier. The fact that they themselves keep bringing it up suggests to me that they have already spoken to some people about licenses.

    Some things cannot carry over in cross-progression. TennoGen, for example. DE will have to negotiate hard to include anything purchased with platinum, but I think they have a good chance at getting inventory slots, loadout slots, forma and potatoes. You will probably lose your platform-specific cosmetics, maybe even all cosmetics. Quests, player stats, star chart progression, etc; all these things are easy, as they cost platform holders nothing. Dojos and clan research... that's a tough one, because clans on different platforms are on different databases. Think about the insane task of copying any dojo in the monthly highlights. But it would be a tragic loss if they don't crossover. Enough to kill the prospect for many players, I bet. Inventory, builds and account progress would be enough for me to switch to PC. But I would feel the dojo/research loss deeply.

    It's impossible to know what form cross-progression will take, but it is certainly possible to negotiate for it in some form, however neutered.

    Edit: Oh look, I scrolled down and this conversation has already been had. Pardon while I laugh at myself a bit.

  9. I use a Trinity specter with Zarr. She occasionally heals and zaps for a little energy, and provides constant CC via blast procs. If things are getting hot, I'll throw her out with a healer ancient. Enemies have a really hard time dealing with that combo.

    Any frame with utility powers that are effective when unmodded, also make for a great specter. Trinity, Hildryn, Octavia, Nidus, Inaros and Revenant are all great options. That new Femmbaun frame looks like she'll be a great specter too, with her orb fountain. If she's cast-happy with it, you'll have an AI partner constantly setting up Energy Conversion for you.

    Also, keep in mind that specters cannot suffer self-damage, nor can they damage you in any way. Explosives are totally safe on them.

  10. If I get what I'm after at the beginning of the mission, I'm not going to stick around unless I have something worthwhile to run for, or I'm just having fun with the mission.

    If you have a problem with people prioritizing their own interests over yours, take it up with DE. People have been asking for better matchmaking for years.

    One solution would be to queue the mission with an ante for a specific rotation, and receive a benefit if you make it there. You can't ante for the first A and B rotations, so the first C rotation is the earliest possible option. Public matchmaking would incorporate ante. That way, you're more likely to find squads going at least as far as you.

    The benefit could be something simple. An affinity multiplier akin to bonus affinity. A token of some kind, maybe a Universal Medal. Or it could be something to lessen grind, like a shift in drop tables. Imagine you select an endless node, and are given three options: Bronze, Silver, Gold. These options adjust table reward chances on a rotation of your choosing, in a similar way to upgrading relics.

    Sorry if sound curt, my head is pounding.

    • Like 1
  11. 1 hour ago, (NSW)Kokojo said:

    They said a couple years ago that every single hand melee will be able to dual wield with a single hand secondary.
    Well, so far only Glaives got that as a "test"

    They also said dual-wield would finally be expanded to all one-handed melee in Melee 3.0. Apparently they've run into problems.

    I'm still waiting on that transforming melee concept they pitched for Dark Split-Sword.

  12. 19 hours ago, 844448 said:

    Define good gameplay loop

    Oh, this is a fun one.

    A gameplay loop is a set of activities you progress through repeatedly in sequence in order to accomplish a greater task. Sometimes these loops are really obvious, like Destiny 2 at launch. Sometimes these sequences aren't completely linear, have branching paths, or may even fold in on themselves once or twice.

    Warframe has several independent loops that occasionally interweave. Rivens and leveling are the big ones.

    To get a riven, you run sortie or open relics. Once you have the riven, you unveil it by completing a simple task. Then you roll it by grinding 200,000 kuva. There are several ways to get kuva (one of those "branching paths" I mentioned): siphons, kuvival, and grinding thralls/liches. Taking the latter path causes the riven gameplay loop to intersect with the liche gameplay loop, which is nice. Once you get your riven properly rolled, you probably have to go and re-level your weapon, so it intersects with the leveling loop too.

    This is an example of a sorta okay gameplay loop. Now let me tell you about a bad one.

    In WF, leveling can be done at a (debatably) reasonable pace in one of three ways: sanctuary, defense, or stealth. Pick one and run it until your equipment is maxed. It is the thing you will be doing the most of, next to kuva grinding, or (for some) tricap. These missions never change. No matter how many times in a row you run them, they will play out in exactly the same way every time. Maybe one time a Nox will get the jump on you, or some guy will be cool/annoying, or you'll actually go to wave 20 holy crap. But that's it. A single activity repeated until ding without any variation is a "gameplay loop" only by the strictest definition. It's almost as bad WKC's multiplayer guild bs where one specific mission was five times faster for leveling than the next-most rewarding mission, so you would run it about 5000 times because anything else was a waste of time, no I'm not joking it's about 5000, and it was exactly the same in the sequel you can't make this S#&$ up BUT I DIGRESS.

    If you don't feel familiar with the concept after my explanation, well, find someone smarter, soberer, and more awake to do a better job. It's 2am and my whole body hurts.

    • Like 1
  13. 12 minutes ago, (PS4)sweatshawp said:

    See nothing provides challenge with these enemies besides armour values. And let's say of de just said lets make more enemies like that we get difficulty through damage reduction (which really isn't difficulty considering the fact it's not taking more skill to kill or thought but longer) something they are very fond of. It's the same non threatening ai but woooo it takes less dmg that's not hard it's really tedious 

    The longer it takes to kill a target, the more the other targets are able to pressure you. To deal with that, you need 1) CC, 2) good reflexes, or 3) high DR. Some Empyrean units have CC resistance (more of them should, granted), and the maps are designed so you are often semi-exposed or moving directly through large groups while navigating. Veil enemies can pierce even Nezha's DR. The enemies have an answer for most things, but are still able to be overwhelmed, and live long enough that they are a genuine threat to the careless. Is it the ideal approach? No. Could it be improved? Definitely. Is it better than what we normally fight? I say hell yes.

    Numbers on a spreadsheet aren't interesting. Numbers that change the situation can be.

    But if you want to talk AI, oh boy do I have a lot to say about that. I've made 7+ paragraph posts of very specific criticisms and suggestions on the subject. The amount of work involved in overhauling enemy behavior would be substantial, but not insurmountable. Maybe I'll go into it on a more appropriate thread, when I'm not caffeine crashing.

    10 minutes ago, Serafim_94 said:

    Let's get this out of the way - Veil Proxima infantry is #*!%ing insane, with absolutely broken health and damage. I can still completely disregard their damage with Mesa while 2-hit killing them with Viral/Slash Tigris, or corrosive Gaze. And my friend just stunlocks them with Nekros, of all the frames. That second "strategy" doesn't require some bonkers build. Just an augment and usual corrupted stuff.

    THAT is what's I'm talking about. Normal player minding their business in the starchart and maybe getting into Sorties can't even start to imagine the Veil Proxima level infantry. Yet here we are, facerolling them. Balance that.

    I actually like VP, for it makes use of the real power of my arsenal. It's nice to actually need that stuff. But something tells me it's not the "difficulty" threads like this talk about. Just a gear check.

    From the sound of it, we have pretty similar feelings about WF's difficulty. In an ideal world, the kind of overhaul you were describing in your initial post is exactly what I want. But at this stage, I will settle for endurance-level enemies without having to wait an hour, and more interesting objectives. That's basically Empyrean. It's not perfect, but it's a start.

    Or, you know, I'll play something else... No offense to DE. I've just played this game for way too long. It will take something extraordinary for me to relive pre-armistice glee.

  14. 4 minutes ago, Serafim_94 said:

    There's no fix at this point. It's quite literally impossible without reworking entirety of the game, reworking every single warframe and rebalancing every single weapon. It will also include taking away all of our broken toys like arcanes that people spend thousands of plat/ hundreds of hours to get. Look at annual *@##$ing about riven disposition changes, and think, for a moment, how well THAT wave of nerfs will go. And how many people will be actually left to play Warframe after that. I'm sure all 10 of them will enjoy their "challenge" though.

    You are being dramatic. Perfectly well-balanced combat with a great growth arc for both players and enemies--that ship sailed six years ago.

    But enemies who pressure you enough to be a threat before they go down, without being unreasonable? That's doable, and won't require drastic changes to existing content.

    There is another thread just a few topics below this one, where people are expressing that Veil Proxima infantry are challenging with mid-tier equipment. So, yeah.

  15. 5 hours ago, gluih said:

    Well if you have actual difficulty, you also have the freedom to dramatically increase drop chances. This also has the added advantage, that things naturally become easier to get over time as the content gets easier to beat.

    True, but the things you're getting from that content have likely been deprecated by the time that happens. So is it really an issue? It's about time leveling became a little less of a chore. But for my part, I doubt "difficulty" would come with adjusted drop tables.

    We're on the same page, Tou. If it's any consolation, DE has been banging on a way to add selectable difficulty. Different versions of each node means dividing the star chart even further. Adding specific difficult nodes doesn't change what you're doing 95% of the time. So they've understandably had a hard time implementing something. Recently, they announced their intention to adjust armor values with the goal of making endurance runs pick up faster. It's not ideal, but it shows they aren't ignoring it. Just struggling to find a good implementation.

  16. Not to be that guy, but I like how tough they are. I've been saying for years WF needs fewer enemies at once, who are tougher to kill, because the only way for paper tigers to threaten you is if they also kill you in one hit.

    These are good in my opinion, since they are tough and threatening but aren't necessary to kill. Their damage isn't so obscene that they can't be brought down with mid-tier gear and a bit of skill (Strun Wraith, my faithful companion, only ever receives buffs). They add great value to CC frames, who had become overshadowed by damage that would make oldschool Nova proud. In a typical mission, you don't have to spec or pay attention unless you sit around for 90min. I want to walk into a survival, and be immediately greeted by enemies as tough as Empyrean.

    Players who can't handle the infantry have plenty to keep them busy. Empyrean has a lot of different roles apart from killing stuff. You can heal the railjack, distract fighters around it in archwing, use the turrets, keep gunners buffed, keep ship systems fueled, CC non-critical targets in crewships/bases... or all of the above, and more.

    OP, my question to you is... What kind of goal do you want to work for in a game? Is gear a good enough motivator, even if nothing in the game calls for that kind of power? Isn't it more appealing when there are things you can't do until you become stronger or more skilled? If there are no challenges, what is there to overcome? What is there to train for? I won't judge you for your answer. We may derive pleasure from different things. I'm only wondering what your sentiment stems from.

  17. 2 hours ago, Voltage said:

    ~snip~

    What you're trying to say is that Primed Chamber was a trophy, a real trophy toward which there are no shortcuts or cheap tricks. Such are the rigors inherent in its acquisition that merely possessing it implies a grand story. And now that trophy signifies nothing.

    I don't share your frustration, but I understand.

×
×
  • Create New...